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:
154
OpenRA.Mods.Common/Traits/Render/DrawLineToTarget.cs
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154
OpenRA.Mods.Common/Traits/Render/DrawLineToTarget.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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Orders;
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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("Renders target lines between order waypoints.")]
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public class DrawLineToTargetInfo : TraitInfo
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{
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[Desc("Delay (in milliseconds) before the target lines disappear.")]
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public readonly int Delay = 2400;
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[Desc("Width (in pixels) of the target lines.")]
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public readonly int LineWidth = 1;
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[Desc("Width (in pixels) of the queued target lines.")]
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public readonly int QueuedLineWidth = 1;
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[Desc("Width (in pixels) of the end node markers.")]
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public readonly int MarkerWidth = 2;
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[Desc("Width (in pixels) of the queued end node markers.")]
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public readonly int QueuedMarkerWidth = 2;
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[PaletteReference]
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[Desc("Palette used for rendering sprites.")]
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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public override object Create(ActorInitializer init) { return new DrawLineToTarget(this); }
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}
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public class DrawLineToTarget : IRenderAboveShroud, IRenderAnnotationsWhenSelected, INotifySelected
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{
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readonly DrawLineToTargetInfo info;
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readonly List<IRenderable> renderableCache = [];
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long lifetime;
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public DrawLineToTarget(DrawLineToTargetInfo info)
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{
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this.info = info;
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}
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public void ShowTargetLines(Actor self)
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{
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if (Game.Settings.Game.TargetLines < TargetLinesType.Automatic || self.IsIdle)
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return;
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// Reset the order line timeout.
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lifetime = Game.RunTime + info.Delay;
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}
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void INotifySelected.Selected(Actor self)
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{
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ShowTargetLines(self);
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}
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bool ShouldRender(Actor self)
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{
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if (!self.Owner.IsAlliedWith(self.World.LocalPlayer) || Game.Settings.Game.TargetLines == TargetLinesType.Disabled)
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return false;
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// Players want to see the lines when in waypoint mode.
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var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
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return force || Game.RunTime <= lifetime;
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}
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IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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if (!ShouldRender(self))
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return [];
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return RenderAboveShroud(self, wr);
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}
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IEnumerable<IRenderable> RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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var pal = wr.Palette(info.Palette);
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var a = self.CurrentActivity;
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for (; a != null; a = a.NextActivity)
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if (!a.IsCanceling)
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foreach (var n in a.TargetLineNodes(self))
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if (n.Tile != null && n.Target.Type != TargetType.Invalid)
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yield return new SpriteRenderable(n.Tile, n.Target.CenterPosition, WVec.Zero, -511, pal, 1f, 1f, float3.Ones, TintModifiers.IgnoreWorldTint, true);
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}
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bool IRenderAboveShroud.SpatiallyPartitionable => false;
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IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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if (!ShouldRender(self))
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return [];
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renderableCache.Clear();
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var prev = self.CenterPosition;
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var a = self.CurrentActivity;
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for (; a != null; a = a.NextActivity)
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{
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if (a.IsCanceling)
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continue;
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foreach (var n in a.TargetLineNodes(self))
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{
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if (n.Target.Type != TargetType.Invalid && n.Tile == null)
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{
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var lineWidth = renderableCache.Count > 0 ? info.QueuedLineWidth : info.LineWidth;
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var markerWidth = renderableCache.Count > 0 ? info.QueuedMarkerWidth : info.MarkerWidth;
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var pos = n.Target.CenterPosition;
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renderableCache.Add(new TargetLineRenderable([prev, pos], n.Color, lineWidth, markerWidth));
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prev = pos;
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}
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}
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}
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if (renderableCache.Count == 0)
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return [];
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// Reverse draw order so target markers are drawn on top of the next line
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renderableCache.Reverse();
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return renderableCache.ToArray();
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}
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bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable => false;
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}
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public static class LineTargetExts
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{
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public static void ShowTargetLines(this Actor self)
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{
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// Target lines are only automatically shown for the owning player
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// Spectators and allies must use the force-display modifier
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if (self.Owner != self.World.LocalPlayer)
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return;
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// Draw after frame end so that all the queueing of activities are done before drawing.
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var line = self.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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self.World.AddFrameEndTask(w => line.ShowTargetLines(self));
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}
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}
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}
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