Files
OpenRA/OpenRA.Mods.RA/RenderRangeCircle.cs
steelphase f948bf0d1b Add Mod.Common Graphics
Moved Graphics to Mod.Common
2014-09-21 01:34:35 -04:00

88 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public interface IPlaceBuildingDecoration
{
IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition);
}
[Desc("Draw a circle indicating my weapon's range.")]
class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration, Requires<AttackBaseInfo>
{
public readonly string RangeCircleType = null;
[Desc("Range to draw if no armaments are available")]
public readonly WRange FallbackRange = WRange.Zero;
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
var armaments = ai.Traits.WithInterface<ArmamentInfo>();
var range = FallbackRange;
if (armaments.Any())
range = armaments.Select(a => w.Map.Rules.Weapons[a.Weapon.ToLowerInvariant()].Range).Max();
if (range == WRange.Zero)
yield break;
yield return new RangeCircleRenderable(
centerPosition,
range,
0,
Color.FromArgb(128, Color.Yellow),
Color.FromArgb(96, Color.Black)
);
foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
if (a.Actor.Owner == a.Actor.World.LocalPlayer)
if (a.Actor.Info.Traits.Get<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
foreach (var r in a.Trait.RenderAfterWorld(wr))
yield return r;
}
public object Create(ActorInitializer init) { return new RenderRangeCircle(init.self); }
}
class RenderRangeCircle : IPostRenderSelection
{
Actor self;
AttackBase attack;
public RenderRangeCircle(Actor self)
{
this.self = self;
attack = self.Trait<AttackBase>();
}
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
{
if (self.Owner != self.World.LocalPlayer)
yield break;
yield return new RangeCircleRenderable(
self.CenterPosition,
attack.GetMaximumRange(),
0,
Color.FromArgb(128, Color.Yellow),
Color.FromArgb(96, Color.Black)
);
}
}
}