116 lines
2.9 KiB
C#
116 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Limits the zone where buildings can be constructed to a radius around this actor.")]
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public class BaseProviderInfo : ITraitInfo
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{
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public readonly WDist Range = WDist.FromCells(10);
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public readonly int Cooldown = 0;
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public readonly int InitialDelay = 0;
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public object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); }
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}
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public class BaseProvider : ITick, INotifyCreated, IRenderAboveShroudWhenSelected, ISelectionBar
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{
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public readonly BaseProviderInfo Info;
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readonly DeveloperMode devMode;
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readonly Actor self;
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Building building;
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int total;
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int progress;
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bool allyBuildEnabled;
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public BaseProvider(Actor self, BaseProviderInfo info)
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{
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Info = info;
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this.self = self;
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devMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
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progress = total = info.InitialDelay;
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allyBuildEnabled = self.World.WorldActor.Trait<MapBuildRadius>().AllyBuildRadiusEnabled;
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}
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void INotifyCreated.Created(Actor self)
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{
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building = self.TraitOrDefault<Building>();
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}
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void ITick.Tick(Actor self)
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{
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if (progress > 0)
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progress--;
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}
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public void BeginCooldown()
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{
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progress = total = Info.Cooldown;
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}
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public bool Ready()
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{
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if (building != null && building.Locked)
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return false;
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return devMode.FastBuild || progress == 0;
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}
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bool ValidRenderPlayer()
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{
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return self.Owner == self.World.RenderPlayer || (allyBuildEnabled && self.Owner.IsAlliedWith(self.World.RenderPlayer));
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}
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public IEnumerable<IRenderable> RangeCircleRenderables(WorldRenderer wr)
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{
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// Visible to player and allies
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if (!ValidRenderPlayer())
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yield break;
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yield return new RangeCircleRenderable(
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self.CenterPosition,
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Info.Range,
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0,
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Color.FromArgb(128, Ready() ? Color.White : Color.Red),
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Color.FromArgb(96, Color.Black));
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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return RangeCircleRenderables(wr);
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}
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float ISelectionBar.GetValue()
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{
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// Visible to player and allies
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if (!ValidRenderPlayer())
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return 0f;
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// Ready or delay disabled
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if (progress == 0 || total == 0 || devMode.FastBuild)
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return 0f;
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return (float)progress / total;
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}
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Color ISelectionBar.GetColor() { return Color.Purple; }
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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}
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}
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