Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.Common/Traits/AppearsOnMapPreview.cs
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57
OpenRA.Mods.Common/Traits/AppearsOnMapPreview.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Render this actor when creating the minimap while saving the map.")]
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public class AppearsOnMapPreviewInfo : TraitInfo<AppearsOnMapPreview>, IMapPreviewSignatureInfo, Requires<IOccupySpaceInfo>
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{
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[Desc("Use this color to render the actor, instead of owner player color.")]
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public readonly Color Color = default;
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[Desc("Use this terrain color to render the actor, instead of owner player color.",
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"Overrides `Color` if both set.")]
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public readonly string Terrain = null;
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void IMapPreviewSignatureInfo.PopulateMapPreviewSignatureCells(Map map, ActorInfo ai, ActorReference s, List<(MPos Uv, Color Color)> destinationBuffer)
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{
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Color color;
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if (!string.IsNullOrEmpty(Terrain))
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{
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var terrainInfo = map.Rules.TerrainInfo;
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color = terrainInfo.TerrainTypes[terrainInfo.GetTerrainIndex(Terrain)].Color;
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}
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else if (Color != default)
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{
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color = Color;
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}
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else
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{
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var owner = map.PlayerDefinitions.Single(p => s.Get<OwnerInit>().InternalName == p.Value.Nodes.Last(k => k.Key == "Name").Value.Value);
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var colorValue = owner.Value.NodeWithKeyOrDefault("Color");
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var ownerColor = colorValue?.Value.Value ?? "FFFFFF";
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Color.TryParse(ownerColor, out color);
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}
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var ios = ai.TraitInfo<IOccupySpaceInfo>();
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var cells = ios.OccupiedCells(ai, s.Get<LocationInit>().Value);
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foreach (var cell in cells)
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destinationBuffer.Add((cell.Key.ToMPos(map), color));
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}
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}
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public class AppearsOnMapPreview { }
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}
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