Files
OpenRA/OpenRA.Game/Traits/Selectable.cs
Paul Chote e545865599 Add Selectable field to Selectable.
There are a bunch of bogus assumptions about
targetable actors being selectable. These aren't
easily fixed, so this add a Selectable field that
can be diabled for things we want to target, but
not select.
2013-04-15 08:06:52 +12:00

181 lines
5.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
public class SelectableInfo : ITraitInfo
{
public readonly bool Selectable = true;
public readonly int Priority = 10;
public readonly int[] Bounds = null;
[VoiceReference] public readonly string Voice = null;
public object Create(ActorInitializer init) { return new Selectable(init.self, this); }
}
public class Selectable : IPostRenderSelection
{
public SelectableInfo Info;
Actor self;
public Selectable(Actor self, SelectableInfo info)
{
this.self = self;
Info = info;
}
public void RenderAfterWorld(WorldRenderer wr)
{
if (!Info.Selectable)
return;
var bounds = self.Bounds.Value;
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
wr.DrawSelectionBox(self, Color.White);
DrawHealthBar(self, xy, Xy);
DrawExtraBars(self, xy, Xy);
DrawUnitPath(self);
}
public void DrawRollover(WorldRenderer wr, Actor self)
{
if (!Info.Selectable)
return;
var bounds = self.Bounds.Value;
var xy = new float2(bounds.Left, bounds.Top);
var Xy = new float2(bounds.Right, bounds.Top);
DrawHealthBar(self, xy, Xy);
DrawExtraBars(self, xy, Xy);
}
void DrawExtraBars(Actor self, float2 xy, float2 Xy)
{
foreach (var extraBar in self.TraitsImplementing<ISelectionBar>())
{
var value = extraBar.GetValue();
if (value != 0)
{
xy.Y += 4;
Xy.Y += 4;
DrawSelectionBar(self, xy, Xy, extraBar.GetValue(), extraBar.GetColor());
}
}
}
void DrawSelectionBar(Actor self, float2 xy, float2 Xy, float value, Color barColor)
{
if (!self.IsInWorld) return;
var health = self.TraitOrDefault<Health>();
if (health == null || health.IsDead) return;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var z = float2.Lerp(xy, Xy, value);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
}
void DrawHealthBar(Actor self, float2 xy, float2 Xy)
{
if (!self.IsInWorld) return;
var health = self.TraitOrDefault<Health>();
if (health == null || health.IsDead) return;
var c = Color.FromArgb(128, 30, 30, 30);
var c2 = Color.FromArgb(128, 10, 10, 10);
var healthColor = (health.DamageState == DamageState.Critical) ? Color.Red :
(health.DamageState == DamageState.Heavy) ? Color.Yellow : Color.LimeGreen;
var healthColor2 = Color.FromArgb(
255,
healthColor.R / 2,
healthColor.G / 2,
healthColor.B / 2);
var z = float2.Lerp(xy, Xy, (float)health.HP / health.MaxHP);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
if (health.DisplayHp != health.HP)
{
var deltaColor = Color.OrangeRed;
var deltaColor2 = Color.FromArgb(
255,
deltaColor.R / 2,
deltaColor.G / 2,
deltaColor.B / 2);
var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
wlr.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
wlr.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
wlr.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
}
}
void DrawUnitPath(Actor self)
{
if (self.World.LocalPlayer == null ||!self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug) return;
var activity = self.GetCurrentActivity();
var mobile = self.TraitOrDefault<IMove>();
if (activity != null && mobile != null)
{
var alt = new float2(0, -mobile.Altitude);
var targets = activity.GetTargets(self);
var start = self.CenterLocation.ToFloat2() + alt;
var c = Color.Green;
var wlr = Game.Renderer.WorldLineRenderer;
foreach (var step in targets.Select(p => p.CenterLocation.ToFloat2()))
{
var stp = step + alt;
wlr.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
wlr.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
wlr.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
wlr.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
wlr.DrawLine(start, stp, c, c);
start = stp;
}
}
}
}
}