Files
OpenRA/OpenRA.Mods.Common/Traits/World/WeatherOverlay.cs
2015-10-27 16:09:48 -05:00

311 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Adds a particle-based overlay.")]
public class WeatherOverlayInfo : ITraitInfo
{
[Desc("Factor for particle density. As higher as more particles will get spawned.")]
public readonly float ParticleDensityFactor = 0.0007625f;
[Desc("Should the level of the wind change over time, or just stick to the first value of WindLevels?")]
public readonly bool ChangingWindLevel = true;
[Desc("The levels of wind intensity (particles x-axis movement in px/tick).")]
public readonly int[] WindLevels = { -5, -3, -2, 0, 2, 3, 5 };
[Desc("Works only if ChangingWindLevel is enabled. Min. and max. ticks needed to change the WindLevel.")]
public readonly int[] WindTick = { 150, 750 };
[Desc("Hard or soft fading between the WindLevels.")]
public readonly bool InstantWindChanges = false;
[Desc("Particles are drawn in squares when enabled, else with lines.")]
public readonly bool UseSquares = true;
[Desc("Works only with squares enabled. Size min. and max. value in pixels.")]
public readonly int[] PaticleSize = { 1, 3 };
[Desc("Scatters falling direction on the x-axis. Scatter min. and max. value in px/tick.")]
public readonly int[] ScatterDirection = { -1, 1 };
[Desc("Min. and max. speed at which particles fall in px/tick.")]
public readonly float[] Gravity = { 1.00f, 2.00f };
[Desc("The current offset value for the swing movement. SwingOffset min. and max. value in px/tick.")]
public readonly float[] SwingOffset = { 1.0f, 1.5f };
[Desc("The value that particles swing to the side each update. SwingSpeed min. and max. value in px/tick.")]
public readonly float[] SwingSpeed = { 0.001f, 0.025f };
[Desc("The value range that can be swung to the left or right. SwingAmplitude min. and max. value in px/tick.")]
public readonly float[] SwingAmplitude = { 1.0f, 1.5f };
[Desc("The randomly selected rgb(a) hex colors for the particles. Use this order: rrggbb[aa], rrggbb[aa], ...")]
public readonly Color[] ParticleColors = {
Color.FromArgb(236, 236, 236),
Color.FromArgb(228, 228, 228),
Color.FromArgb(208, 208, 208),
Color.FromArgb(188, 188, 188)
};
[Desc("Works only with line enabled and can get used to fade out the tail of the line like a contrail.")]
public readonly byte LineTailAlphaValue = 200;
public object Create(ActorInitializer init) { return new WeatherOverlay(init.World, this); }
}
public class WeatherOverlay : ITick, IPostRender
{
readonly WeatherOverlayInfo info;
readonly World world;
struct Particle
{
public float PosX;
public float PosY;
public int Size;
public float DirectionScatterX;
public float Gravity;
public float SwingOffset;
public float SwingSpeed;
public int SwingDirection;
public float SwingAmplitude;
public Color Color;
public Color TailColor;
}
readonly List<Particle> particleList = new List<Particle>();
readonly int maxParticleCount;
enum ParticleCountFaderType { Hold, FadeIn, FadeOut }
ParticleCountFaderType particleCountFader = ParticleCountFaderType.FadeIn;
float targetWindXOffset = 0f;
float currentWindXOffset = 0f;
int currentWindIndex = 0;
long windTickCountdown = 1500;
float2 antiScrollPrevTopLeft;
public WeatherOverlay(World world, WeatherOverlayInfo info)
{
this.info = info;
this.world = world;
currentWindIndex = info.WindLevels.Length / 2;
targetWindXOffset = info.WindLevels[0];
maxParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
}
int CalculateParticleCount(int x, int y)
{
return (int)(x * y * info.ParticleDensityFactor);
}
void SpawnParticles(int count, int rangeY, int spawnChancePercent)
{
for (var i = 0; i < count; i++)
{
if (Game.CosmeticRandom.Next(100) < spawnChancePercent)
{
var tempColor = info.ParticleColors.Random(Game.CosmeticRandom);
var tempColorTail = Color.FromArgb(info.LineTailAlphaValue, tempColor.R, tempColor.G, tempColor.B);
var tempSwingDirection = Game.CosmeticRandom.Next(2) == 0 ? 1 : -1;
particleList.Add(
new Particle
{
PosX = Game.CosmeticRandom.Next(Game.Renderer.Resolution.Width),
PosY = Game.CosmeticRandom.Next(rangeY),
Size = Game.CosmeticRandom.Next(info.PaticleSize[0], info.PaticleSize[1] + 1),
DirectionScatterX = info.ScatterDirection[0] + Game.CosmeticRandom.Next(info.ScatterDirection[1] - info.ScatterDirection[0]),
Gravity = float2.Lerp(info.Gravity[0], info.Gravity[1], Game.CosmeticRandom.NextFloat()),
SwingOffset = float2.Lerp(info.SwingOffset[0], info.SwingOffset[1], Game.CosmeticRandom.NextFloat()),
SwingSpeed = float2.Lerp(info.SwingSpeed[0], info.SwingSpeed[1], Game.CosmeticRandom.NextFloat()),
SwingDirection = tempSwingDirection,
SwingAmplitude = float2.Lerp(info.SwingAmplitude[0], info.SwingAmplitude[1], Game.CosmeticRandom.NextFloat()),
Color = tempColor,
TailColor = tempColorTail
});
}
}
}
void ParticlesCountLogic(WorldRenderer wr)
{
// Logic to switch between the states of the particleCountFader
if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount)
particleCountFader = ParticleCountFaderType.FadeIn;
else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount)
particleCountFader = ParticleCountFaderType.Hold;
else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0)
particleCountFader = ParticleCountFaderType.Hold;
// Do the fade functions
if (particleCountFader == ParticleCountFaderType.FadeIn)
FadeInParticleCount(wr);
else if (particleCountFader == ParticleCountFaderType.FadeOut)
FadeOutParticleCount(wr);
}
void FadeInParticleCount(WorldRenderer wr)
{
SpawnParticles(1, 0, 100);
// Remove Particles, which are getting replaced from the top to the bottom by the "EdgeCheckReplace",
// when scrolling down, as long as the FadeIn is not completed,
// to avoid having particles at the top and bottom, but not in the middle of the screen.
for (var i = 0; i < particleList.Count; i++)
if (particleList[i].PosY < 0)
particleList.RemoveAt(i);
// Add Particles when the weather is fading in and scrolling up, to fill areas above
if (antiScrollPrevTopLeft.Y > wr.Viewport.TopLeft.Y)
{
// Get delta Y and limit to the max value
var tempRangeY = antiScrollPrevTopLeft.Y - wr.Viewport.TopLeft.Y;
var tempParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, (int)tempRangeY);
if (particleList.Count + tempParticleCount > maxParticleCount)
tempParticleCount = maxParticleCount - particleList.Count;
SpawnParticles(tempParticleCount, (int)tempRangeY, 50);
}
}
void FadeOutParticleCount(WorldRenderer wr)
{
for (var i = 0; i < particleList.Count; i++)
if (particleList[i].PosY > (Game.Renderer.Resolution.Height - particleList[i].Gravity))
particleList.RemoveAt(i);
}
void XAxisSwing(ref Particle tempParticle)
{
// Direction turn
if (tempParticle.SwingOffset < -tempParticle.SwingAmplitude || tempParticle.SwingOffset > tempParticle.SwingAmplitude)
tempParticle.SwingDirection *= -1;
// Perform the X-Axis-Swing
tempParticle.SwingOffset += tempParticle.SwingDirection * tempParticle.SwingSpeed;
}
public void Tick(Actor self)
{
windTickCountdown--;
}
void WindLogic(ref Particle tempParticle)
{
if (!info.ChangingWindLevel)
targetWindXOffset = info.WindLevels[0];
else if (windTickCountdown <= 0)
{
windTickCountdown = Game.CosmeticRandom.Next(info.WindTick[0], info.WindTick[1]);
if (Game.CosmeticRandom.Next(2) == 1 && currentWindIndex > 0)
{
currentWindIndex--;
targetWindXOffset = info.WindLevels[currentWindIndex];
}
else if (currentWindIndex < info.WindLevels.Length - 1)
{
currentWindIndex++;
targetWindXOffset = info.WindLevels[currentWindIndex];
}
}
// Fading the wind in little steps towards the TargetWindOffset
if (info.InstantWindChanges)
currentWindXOffset = targetWindXOffset;
else if (currentWindXOffset != targetWindXOffset)
{
if (currentWindXOffset > targetWindXOffset)
currentWindXOffset -= 0.00001f;
else if (currentWindXOffset < targetWindXOffset)
currentWindXOffset += 0.00001f;
}
}
void Movement(ref Particle tempParticle)
{
tempParticle.PosX += tempParticle.DirectionScatterX + tempParticle.SwingOffset + currentWindXOffset;
tempParticle.PosY += tempParticle.Gravity;
}
// AntiScroll keeps the particles in place when scrolling the viewport
void AntiScroll(ref Particle tempParticle, WorldRenderer wr)
{
tempParticle.PosX += antiScrollPrevTopLeft.X - wr.Viewport.TopLeft.X;
tempParticle.PosY += antiScrollPrevTopLeft.Y - wr.Viewport.TopLeft.Y;
}
void EdgeCheckReplace(ref Particle tempParticle, WorldRenderer wr)
{
tempParticle.PosX %= Game.Renderer.Resolution.Width;
if (tempParticle.PosX < 0)
tempParticle.PosX += Game.Renderer.Resolution.Width;
tempParticle.PosY %= Game.Renderer.Resolution.Height;
if (tempParticle.PosY < 0 && particleCountFader != ParticleCountFaderType.FadeIn)
tempParticle.PosY += Game.Renderer.Resolution.Height;
}
void UpdateWeatherOverlay(WorldRenderer wr)
{
ParticlesCountLogic(wr);
for (var i = 0; i < particleList.Count; i++)
{
Particle tempParticle = particleList[i];
XAxisSwing(ref tempParticle);
WindLogic(ref tempParticle);
Movement(ref tempParticle);
AntiScroll(ref tempParticle, wr);
EdgeCheckReplace(ref tempParticle, wr);
particleList[i] = tempParticle;
}
antiScrollPrevTopLeft = wr.Viewport.TopLeft;
}
void DrawWeatherOverlay(WorldRenderer wr)
{
var topLeft = wr.Viewport.TopLeft;
foreach (var item in particleList)
{
var tempPos = new float2(item.PosX + topLeft.X, item.PosY + topLeft.Y);
if (info.UseSquares)
Game.Renderer.WorldQuadRenderer.FillRect(new RectangleF(tempPos.X, tempPos.Y, item.Size, item.Size), item.Color);
else
{
var tempPosTail = new float2(topLeft.X + item.PosX - currentWindXOffset, item.PosY - (item.Gravity * 2 / 3) + topLeft.Y);
Game.Renderer.WorldLineRenderer.DrawLine(tempPos, tempPosTail, item.Color, item.TailColor);
}
}
}
public void RenderAfterWorld(WorldRenderer wr, Actor self)
{
if (!world.Paused)
UpdateWeatherOverlay(wr);
DrawWeatherOverlay(wr);
}
}
}