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