130 lines
4.5 KiB
C#
130 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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 System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA
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{
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class UiOverlay
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{
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SpriteRenderer spriteRenderer;
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Sprite buildOk, buildBlocked, unitDebug;
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public UiOverlay(SpriteRenderer spriteRenderer)
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{
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this.spriteRenderer = spriteRenderer;
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buildOk = SynthesizeTile(0x80);
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buildBlocked = SynthesizeTile(0xe6);
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unitDebug = SynthesizeTile(0x7c);
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}
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static Sprite SynthesizeTile(byte paletteIndex)
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{
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byte[] data = new byte[Game.CellSize * Game.CellSize];
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for (int i = 0; i < Game.CellSize; i++)
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for (int j = 0; j < Game.CellSize; j++)
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data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
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return SheetBuilder.SharedInstance.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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public void Draw( World world )
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{
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if (Game.Settings.UnitDebug)
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for (var i = 0; i < world.Map.MapSize.X; i++)
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for (var j = 0; j < world.Map.MapSize.Y; j++)
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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}
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public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
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{
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var position = Game.controller.MousePosition.ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
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{
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foreach (var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi))
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spriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
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? buildOk : buildBlocked, Game.CellSize * t, "terrain");
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}
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else
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{
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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spriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
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? buildOk : buildBlocked, Game.CellSize * t, "terrain");
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}
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spriteRenderer.Flush();
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}
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}
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static class LineBuildUtils
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{
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public static IEnumerable<int2> GetLineBuildCells(World world, int2 location, string name, BuildingInfo bi)
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{
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int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi.WaterBound))
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yield return topLeft;
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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var vecs = new[] { new int2(1, 0), new int2(0, 1), new int2(-1, 0), new int2(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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{
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if (dirs[d] != 0)
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continue;
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int2 cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi.WaterBound))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (Game.world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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}
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// Place intermediate-line sections
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if (dirs[d] > 0)
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for (int i = 1; i < dirs[d]; i++)
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yield return topLeft + i * vecs[d];
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}
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}
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}
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}
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