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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128
OpenRA.Mods.Common/Traits/Render/RenderRangeCircle.cs
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128
OpenRA.Mods.Common/Traits/Render/RenderRangeCircle.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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public enum RangeCircleMode { Maximum, Minimum }
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[Desc("Draw a circle indicating my weapon's range.")]
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sealed class RenderRangeCircleInfo : TraitInfo, IPlaceBuildingDecorationInfo, IRulesetLoaded, Requires<AttackBaseInfo>
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{
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public readonly string RangeCircleType = null;
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[Desc("Range to draw if no armaments are available.")]
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public readonly WDist FallbackRange = WDist.Zero;
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[Desc("Which circle to show. Valid values are `Maximum`, and `Minimum`.")]
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public readonly RangeCircleMode RangeCircleMode = RangeCircleMode.Maximum;
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[Desc("Color of the circle.")]
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public readonly Color Color = Color.FromArgb(128, Color.Yellow);
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[Desc("Range circle line width.")]
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public readonly float Width = 1;
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[Desc("Color of the border.")]
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public readonly Color BorderColor = Color.FromArgb(96, Color.Black);
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[Desc("Range circle border width.")]
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public readonly float BorderWidth = 3;
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// Computed range
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Lazy<WDist> range;
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public IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
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{
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if (range == null || range.Value == WDist.Zero)
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return SpriteRenderable.None;
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var localRange = new RangeCircleAnnotationRenderable(
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centerPosition,
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range.Value,
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0,
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Color,
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Width,
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BorderColor,
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BorderWidth);
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var otherRanges = w.ActorsWithTrait<RenderRangeCircle>()
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.Where(a => a.Trait.Info.RangeCircleType == RangeCircleType)
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.SelectMany(a => a.Trait.RangeCircleRenderables());
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return otherRanges.Append(localRange);
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}
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public override object Create(ActorInitializer init) { return new RenderRangeCircle(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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// ArmamentInfo.ModifiedRange is set by RulesetLoaded, and may not have been initialized yet.
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// Defer this lookup until we really need it to ensure we get the correct value.
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range = Exts.Lazy(() =>
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{
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var armaments = ai.TraitInfos<ArmamentInfo>().Where(a => a.EnabledByDefault);
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if (!armaments.Any())
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return FallbackRange;
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return armaments.Max(a => a.ModifiedRange);
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});
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}
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}
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sealed class RenderRangeCircle : IRenderAnnotationsWhenSelected
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{
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public readonly RenderRangeCircleInfo Info;
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readonly Actor self;
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readonly AttackBase attack;
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public RenderRangeCircle(Actor self, RenderRangeCircleInfo info)
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{
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Info = info;
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this.self = self;
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attack = self.Trait<AttackBase>();
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}
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public IEnumerable<IRenderable> RangeCircleRenderables()
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{
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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yield break;
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var range = Info.RangeCircleMode == RangeCircleMode.Minimum ? attack.GetMinimumRange() : attack.GetMaximumRange();
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if (range == WDist.Zero)
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yield break;
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yield return new RangeCircleAnnotationRenderable(
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self.CenterPosition,
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range,
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0,
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Info.Color,
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Info.Width,
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Info.BorderColor,
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Info.BorderWidth);
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}
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IEnumerable<IRenderable> IRenderAnnotationsWhenSelected.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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return RangeCircleRenderables();
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}
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bool IRenderAnnotationsWhenSelected.SpatiallyPartitionable => false;
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}
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}
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