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>
This commit is contained in:
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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 OpenRA.Graphics;
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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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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class CloakPaletteEffectInfo : TraitInfo<CloakPaletteEffect> { }
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public class CloakPaletteEffect : IPaletteModifier, ITick
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{
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float t = 0;
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readonly string paletteName = "cloak";
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readonly Color[] colors =
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[
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Color.FromArgb(55, 205, 205, 220),
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Color.FromArgb(120, 205, 205, 230),
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Color.FromArgb(192, 180, 180, 255),
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Color.FromArgb(178, 205, 250, 220),
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];
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void IPaletteModifier.AdjustPalette(IReadOnlyDictionary<string, MutablePalette> b)
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{
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var i = (int)t;
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var p = b[paletteName];
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for (var j = 0; j < colors.Length; j++)
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{
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var k = (i + j) % 16 + 0xb0;
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p.SetColor(k, colors[j]);
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}
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}
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void ITick.Tick(Actor self)
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{
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t += 0.25f;
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if (t >= 256) t = 0;
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}
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}
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}
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@@ -0,0 +1,67 @@
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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;
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using OpenRA.Graphics;
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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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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Used for bursted one-colored whole screen effects. Add this to the world actor.")]
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public class FlashPostProcessEffectInfo : TraitInfo
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{
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[Desc("Measured in ticks.")]
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public readonly int Length = 20;
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public readonly Color Color = Color.White;
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[Desc("Set this when using multiple independent flash effects.")]
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public readonly string Type = null;
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public override object Create(ActorInitializer init) { return new FlashPostProcessEffect(this); }
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}
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public class FlashPostProcessEffect : RenderPostProcessPassBase, ITick
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{
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public readonly FlashPostProcessEffectInfo Info;
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int remainingFrames;
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float blend;
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public FlashPostProcessEffect(FlashPostProcessEffectInfo info)
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: base("flash", PostProcessPassType.AfterWorld)
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{
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Info = info;
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}
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public void Enable(int ticks)
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{
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if (ticks == -1)
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remainingFrames = Info.Length;
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else
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remainingFrames = ticks;
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}
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void ITick.Tick(Actor self)
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{
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if (remainingFrames > 0)
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blend = Math.Min((float)--remainingFrames / Info.Length, 1);
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}
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protected override bool Enabled => remainingFrames > 0;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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shader.SetVec("Blend", blend);
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shader.SetVec("Color", (float)Info.Color.R / 255, (float)Info.Color.G / 255, (float)Info.Color.B / 255);
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}
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}
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}
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@@ -0,0 +1,101 @@
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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 OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
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public class MenuPostProcessEffectInfo : TraitInfo
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{
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public readonly int FadeInLength = 10;
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[Desc("Time (in ticks) to fade between states")]
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public readonly int FadeLength = 10;
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[Desc("Effect style to fade to during gameplay. Accepts values of None or Desaturated.")]
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public readonly MenuPostProcessEffect.EffectType Effect = MenuPostProcessEffect.EffectType.None;
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[Desc("Effect style to fade from when starting the game. Accepts values of None, Black or Desaturated.")]
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public readonly MenuPostProcessEffect.EffectType GameStartEffect = MenuPostProcessEffect.EffectType.Black;
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[Desc("Effect style to fade to when exiting the game. Accepts values of None, Black or Desaturated.")]
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public readonly MenuPostProcessEffect.EffectType GameExitEffect = MenuPostProcessEffect.EffectType.Black;
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[Desc("Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.")]
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public readonly MenuPostProcessEffect.EffectType MenuEffect = MenuPostProcessEffect.EffectType.None;
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public override object Create(ActorInitializer init) { return new MenuPostProcessEffect(this); }
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}
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public class MenuPostProcessEffect : RenderPostProcessPassBase, INotifyGameLoaded, IPostWorldLoaded
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{
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public enum EffectType { None, Black, Desaturated }
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public readonly MenuPostProcessEffectInfo Info;
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EffectType from;
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EffectType to;
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long startTime;
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long endTime;
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public MenuPostProcessEffect(MenuPostProcessEffectInfo info)
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: base("menufade", PostProcessPassType.AfterAnnotations)
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{
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Info = info;
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to = info.GameStartEffect;
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}
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public void Fade(EffectType type, int length = -1)
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{
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if (length < 0)
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length = Info.FadeLength;
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startTime = Game.RunTime;
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endTime = startTime + Ui.Timestep * length;
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from = to;
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to = type;
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}
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protected override bool Enabled => to != EffectType.None || (from != EffectType.None && Game.RunTime < endTime);
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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var blend = (endTime - Game.RunTime) * 1f / (endTime - startTime);
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if (blend < 0)
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blend = startTime = endTime = 0;
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shader.SetVec("From", (int)from);
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shader.SetVec("To", (int)to);
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shader.SetVec("Blend", blend);
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}
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void IPostWorldLoaded.PostWorldLoaded(World w, WorldRenderer wr)
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{
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// HACK: Defer fade-in until the GameLoaded notification for game saves
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if (!w.IsLoadingGameSave)
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Fade(Info.Effect, Info.FadeInLength);
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}
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void INotifyGameLoaded.GameLoaded(World world)
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{
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// HACK: Let the menu opening trigger the fade for game saves
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// to avoid glitches resulting from trying to trigger both
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// the standard and menu fades at the same time
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if (world.IsReplay)
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Fade(Info.Effect, Info.FadeInLength);
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}
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}
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}
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@@ -0,0 +1,121 @@
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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;
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using System.Collections.Frozen;
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using System.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Palette effect used for sprinkle \"animations\".")]
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sealed class RotationPaletteEffectInfo : TraitInfo
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{
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[Desc("Defines to which palettes this effect should be applied to.",
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"If none specified, it applies to all palettes not explicitly excluded.")]
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public readonly FrozenSet<string> Palettes = FrozenSet<string>.Empty;
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[Desc("Defines for which tileset IDs this effect should be loaded.",
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"If none specified, it applies to all tileset IDs not explicitly excluded.")]
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public readonly FrozenSet<string> Tilesets = FrozenSet<string>.Empty;
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[Desc("Defines which palettes should be excluded from this effect.")]
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public readonly FrozenSet<string> ExcludePalettes = FrozenSet<string>.Empty;
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[Desc("Don't apply the effect for these tileset IDs.")]
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public readonly FrozenSet<string> ExcludeTilesets = FrozenSet<string>.Empty;
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[Desc("Palette index of first RotationRange color.")]
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public readonly int RotationBase = 0x60;
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[Desc("Range of colors to rotate.")]
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public readonly int RotationRange = 7;
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[Desc("Step towards next color index per tick.")]
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public readonly float RotationStep = .25f;
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public override object Create(ActorInitializer init) { return new RotationPaletteEffect(init.World, this); }
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}
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sealed class RotationPaletteEffect : ITick, IPaletteModifier
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{
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readonly RotationPaletteEffectInfo info;
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readonly uint[] rotationBuffer;
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readonly bool validTileset;
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readonly string tilesetId;
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float t = 0;
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public RotationPaletteEffect(World world, RotationPaletteEffectInfo info)
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{
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this.info = info;
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rotationBuffer = new uint[info.RotationRange];
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tilesetId = world.Map.Rules.TerrainInfo.Id;
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validTileset = IsValidTileset();
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}
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bool IsValidTileset()
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{
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if (info.Tilesets.Count == 0 && info.ExcludeTilesets.Count == 0)
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return true;
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if (info.Tilesets.Count == 0 && !info.ExcludeTilesets.Contains(tilesetId))
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return true;
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return info.Tilesets.Contains(tilesetId) && !info.ExcludeTilesets.Contains(tilesetId);
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}
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void ITick.Tick(Actor self)
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{
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if (!validTileset)
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return;
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t += info.RotationStep;
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}
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public void AdjustPalette(IReadOnlyDictionary<string, MutablePalette> palettes)
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{
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if (!validTileset)
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return;
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var rotate = (int)t % info.RotationRange;
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if (rotate == 0)
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return;
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foreach (var kvp in palettes)
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{
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if ((info.Palettes.Count > 0 && !StartsWithAny(kvp.Key, info.Palettes))
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|| (info.ExcludePalettes.Count > 0 && StartsWithAny(kvp.Key, info.ExcludePalettes)))
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continue;
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var palette = kvp.Value;
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for (var i = 0; i < info.RotationRange; i++)
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rotationBuffer[(rotate + i) % info.RotationRange] = palette[info.RotationBase + i];
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for (var i = 0; i < info.RotationRange; i++)
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palette[info.RotationBase + i] = rotationBuffer[i];
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}
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}
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static bool StartsWithAny(string name, FrozenSet<string> prefixes)
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{
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// PERF: Avoid LINQ.
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foreach (var pref in prefixes)
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if (name.StartsWith(pref, StringComparison.Ordinal))
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return true;
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return false;
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}
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}
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}
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@@ -0,0 +1,51 @@
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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 OpenRA.Graphics;
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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("Used for day/night effects.")]
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class TintPostProcessEffectInfo : TraitInfo, ILobbyCustomRulesIgnore
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{
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public readonly float Red = 1f;
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public readonly float Green = 1f;
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public readonly float Blue = 1f;
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public readonly float Ambient = 1f;
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public override object Create(ActorInitializer init) { return new TintPostProcessEffect(this); }
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}
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public class TintPostProcessEffect : RenderPostProcessPassBase
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{
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public float Red;
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public float Green;
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public float Blue;
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public float Ambient;
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public TintPostProcessEffect(TintPostProcessEffectInfo info)
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: base("tint", PostProcessPassType.AfterActors)
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{
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Red = info.Red;
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Green = info.Green;
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Blue = info.Blue;
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Ambient = info.Ambient;
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}
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protected override bool Enabled => true;
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protected override void PrepareRender(WorldRenderer wr, IShader shader)
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{
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shader.SetVec("Tint", Ambient * Red, Ambient * Green, Ambient * Blue);
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}
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}
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}
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Reference in New Issue
Block a user