color FragmentShader(VertexOut vertex, Field <building> Buildings, Field <unit> Units, PointSampler Texture, PointSampler Explosion, [Player.Vals] float player, float s) { color output = color.TransparentBlack; building building_here = Buildings[Here]; unit unit_here = Units[Here]; if (!IsBuilding(unit_here)) { return(output); } vec2 subcell_pos = get_subcell_pos(vertex, Buildings.Size); if (Something(building_here)) { if (building_here.direction >= Dir.StationaryDead) { float frame = ExplosionSpriteSheet.ExplosionFrame(s, building_here); if (frame < ExplosionSpriteSheet.AnimLength) { output += ExplosionSprite(building_here, unit_here, subcell_pos, frame, Explosion); } } else { float frame = 0; output += Sprite(player, building_here, unit_here, subcell_pos, frame, Texture); } } return(output); }
data FragmentShader(VertexOut vertex, Field <vec4> TargetData, Field <unit> Unit, Field <extra> Extra, Field <data> Data, Field <data> PrevData, Field <vec4> PathToOtherTeams, Field <vec4> RandomField, Field <magic> Magic, Field <geo> Geo, Field <geo> AntiGeo, Field <dirward> DirwardRight, Field <dirward> DirwardLeft, Field <dirward> DirwardUp, Field <dirward> DirwardDown) { data data_here = Data[Here]; magic magic_here = Magic[Here]; if (Something(data_here)) { data path = data.Nothing; // Get info for this unit unit unit_here = Unit[Here]; // Remove if dead unit if (unit_here.anim == Anim.Die && IsUnit(unit_here)) { return(data.Nothing); } // Remove if dead building building b = (building)(vec4)data_here; if (IsBuilding(unit_here)) { // If this building is alive if (data_here.direction == Dir.Stationary) { // If this is a building that has been hit enough times to explode if (unit_here.hit_count >= _5) { data_here.direction = Dir.StationaryDying; } } else { // Otherwise remove it if the explosion animation is done float frame = ExplosionSpriteSheet.ExplosionFrame(0, b); if (frame >= ExplosionSpriteSheet.AnimLength) { return(data.Nothing); } } } // Units that are done being raised should switch to attacking. if (IsUnit(unit_here) && unit_here.anim == Anim.DoRaise) { data_here.action = UnitAction.Attacking; } // Units that are about to be incinerated or are being raised can't move. if (IsUnit(unit_here) && (magic_here.kill == _true || unit_here.anim == Anim.StartRaise)) { data_here.action = UnitAction.Stopped; return(data_here); } // Buildings can't move. if (IsBuilding(unit_here)) { if (IsCenter((building)(vec4)data_here)) { // Set the building direction toward its "target". set_prior_direction(ref data_here, BuildingDirection(vertex, TargetData, (building)(vec4)data_here)); } return(data_here); } // Get nearby paths to other teams vec4 _value_right = PathToOtherTeams[RightOne], _value_up = PathToOtherTeams[UpOne], _value_left = PathToOtherTeams[LeftOne], _value_down = PathToOtherTeams[DownOne]; // Get specific paths to enemies of this particular unit float value_right = 1, value_left = 1, value_up = 1, value_down = 1; if (unit_here.team == Team.One) { value_right = _value_right.x; value_left = _value_left.x; value_up = _value_up.x; value_down = _value_down.x; } else if (unit_here.team == Team.Two) { value_right = _value_right.y; value_left = _value_left.y; value_up = _value_up.y; value_down = _value_down.y; } else if (unit_here.team == Team.Three) { value_right = _value_right.z; value_left = _value_left.z; value_up = _value_up.z; value_down = _value_down.z; } else if (unit_here.team == Team.Four) { value_right = _value_right.w; value_left = _value_left.w; value_up = _value_up.w; value_down = _value_down.w; } float auto_attack_cutoff = _12; if (unit_here.type == UnitType.DragonLord) { auto_attack_cutoff = _2; } if (unit_here.type == UnitType.Necromancer) { auto_attack_cutoff = _2; } float min = 256; float hold_dir = data_here.direction; if (data_here.action == UnitAction.Attacking || data_here.action == UnitAction.Guard) { if (value_right < min) { data_here.direction = Dir.Right; min = value_right; } if (value_up < min) { data_here.direction = Dir.Up; min = value_up; } if (value_left < min) { data_here.direction = Dir.Left; min = value_left; } if (value_down < min) { data_here.direction = Dir.Down; min = value_down; } } if (min > auto_attack_cutoff) { // Not within auto attack range, so fallback to previous direction. data_here.direction = hold_dir; } else { // If we're within auto attack range and we're a necromancer, we should run away. // Necromancers are cowards. if (unit_here.type == UnitType.Necromancer) { TurnAround(ref data_here); } } // If we are guarding and a unit is close, switch to attacking if (min < auto_attack_cutoff && data_here.action == UnitAction.Guard) { data_here.action = UnitAction.Attacking; } // If we aren't attacking, or if a unit is too far away if (min > auto_attack_cutoff && data_here.action == UnitAction.Attacking || data_here.action == UnitAction.Moving) { NaivePathfind(vertex, Data, PrevData, TargetData, Extra, RandomField, Geo, AntiGeo, DirwardRight, DirwardLeft, DirwardUp, DirwardDown, unit_here, ref data_here); } } return(data_here); }