// Get attack animation frames public static List <Bitmap> UnitAttack(CombatEventArgs e) { var animationFrames = new List <Bitmap>(); var map = e.Defender.Location.Map; // Which squares are to be drawn var coordsOffsetsToBeDrawn = new List <int[]> { new[] { -2, -4 }, new[] { 0, -4 }, new[] { 2, -4 }, new[] { -3, -3 }, new[] { -1, -3 }, new[] { 1, -3 }, new[] { 3, -3 }, new[] { -2, -2 }, new[] { 0, -2 }, new[] { 2, -2 }, new[] { -3, -1 }, new[] { -1, -1 }, new[] { 1, -1 }, new[] { 3, -1 }, new[] { -2, 0 }, new[] { 0, 0 }, new[] { 2, 0 }, new[] { -3, 1 }, new[] { -1, 1 }, new[] { 1, 1 }, new[] { 3, 1 }, new[] { -2, 2 }, new[] { 0, 2 }, new[] { 2, 2 }, new[] { -3, 3 }, new[] { -1, 3 }, new[] { 1, 3 }, new[] { 3, 3 }, new[] { -2, 4 }, new[] { 0, 4 }, new[] { 2, 4 } }; var defenderX = e.Defender.Location.X; var defenderY = e.Defender.Location.Y; var attackerX = e.Attacker.Location.X; var attackerY = e.Attacker.Location.Y; // First draw main bitmap with everything except the moving unit int[] coordsOffsetsPx; var mainBitmap = new Bitmap(6 * map.Xpx, 7 * map.Ypx, PixelFormat.Format32bppRgba); using (var g = new Graphics(mainBitmap)) { g.FillRectangle(Brushes.Black, new Rectangle(0, 0, 6 * map.Xpx, 7 * map.Ypx)); // Fill bitmap with black (necessary for correct drawing if image is on upper map edge) foreach (int[] coordsOffsets in coordsOffsetsToBeDrawn) { // Change coords of central offset int x = attackerX + coordsOffsets[0]; int y = attackerY + coordsOffsets[1]; coordsOffsetsPx = new[] { (coordsOffsets[0] + 2) * map.Xpx, (coordsOffsets[1] + 3) * map.Ypx }; if (x < 0 || y < 0 || x >= map.XDimMax || y >= map.YDim) { continue; // Make sure you're not drawing tiles outside map bounds } // Tiles var tile = map.TileC2(x, y); int civId = map.WhichCivsMapShown; if (map.MapRevealed || tile.Visibility[civId]) { Draw.Tile(g, x, y, map.Zoom, new Point(coordsOffsetsPx[0], coordsOffsetsPx[1])); // Implement dithering in all 4 directions if necessary if (!map.MapRevealed) { for (int tileX = 0; tileX < 2; tileX++) { for (int tileY = 0; tileY < 2; tileY++) { int[] offset = { -1, 1 }; var xNew = x + offset[tileX]; var yNew = y + offset[tileY]; if (xNew >= 0 && xNew < map.XDimMax && yNew >= 0 && yNew < map.YDim) // Don't observe outside map limits { if (!map.IsTileVisibleC2(xNew, yNew, civId)) // Surrounding tile is not visible -> dither { Draw.Dither(g, tileX, tileY, map.Zoom, new Point(coordsOffsetsPx[0] + map.Xpx * tileX, coordsOffsetsPx[1] + map.Ypx * tileY)); } } } } } } // Units // If tile is with attacking & defending unit, draw these two first // TODO: this won't draw correctly if unit is in city if (x == attackerX && y == attackerY) { Draw.Unit(g, e.Attacker, e.Attacker.IsInStack, map.Zoom, new Point(coordsOffsetsPx[0], coordsOffsetsPx[1] - map.Ypx)); } else if (x == defenderX && y == defenderY) { Draw.Unit(g, e.Defender, e.Defender.IsInStack, map.Zoom, new Point(coordsOffsetsPx[0], coordsOffsetsPx[1] - map.Ypx)); } else if (tile.CityHere == null && tile.UnitsHere.Count > 0) // Other units { var unit = tile.GetTopUnit(); Draw.Unit(g, unit, unit.IsInStack, map.Zoom, new Point(coordsOffsetsPx[0], coordsOffsetsPx[1] - map.Ypx)); } // Cities if (tile.CityHere != null) { Draw.City(g, tile.CityHere, true, map.Zoom, new Point(coordsOffsetsPx[0], coordsOffsetsPx[1] - map.Ypx)); } } // City names // Add additional coords for drawing city names coordsOffsetsToBeDrawn.Add(new[] { -3, -5 }); coordsOffsetsToBeDrawn.Add(new[] { -1, -5 }); coordsOffsetsToBeDrawn.Add(new[] { 1, -5 }); coordsOffsetsToBeDrawn.Add(new[] { 3, -5 }); coordsOffsetsToBeDrawn.Add(new[] { -4, -2 }); coordsOffsetsToBeDrawn.Add(new[] { 4, -2 }); coordsOffsetsToBeDrawn.Add(new[] { -4, 0 }); coordsOffsetsToBeDrawn.Add(new[] { 4, 0 }); coordsOffsetsToBeDrawn.Add(new[] { -4, 2 }); coordsOffsetsToBeDrawn.Add(new[] { 4, 2 }); foreach (int[] coordsOffsets in coordsOffsetsToBeDrawn) { // Change coords of central offset int x = attackerX + coordsOffsets[0]; int y = attackerY + coordsOffsets[1]; if (x < 0 || y < 0 || x >= map.XDimMax || y >= map.YDim) { continue; // Make sure you're not drawing tiles outside map bounds } var tile = map.TileC2(x, y); if (tile.CityHere != null) { Draw.CityName(g, tile.CityHere, map.Zoom, new[] { coordsOffsets[0] + 2, coordsOffsets[1] + 3 }); } } } // Now draw the battle animation on top of attacking & defending unit // Number of battle rounds / 5 determines number of explosions (must be at least one). Each explosion has 8 frames. Point point; for (int explosion = 0; explosion < e.CombatRoundsAttackerWins.Count / 5; explosion++) { for (int frame = 0; frame < 8; frame++) { // Make a clone of the main bitmap in order to draw frames with unit on it var bitmapWithExplosions = new Bitmap(mainBitmap); using (var g = new Graphics(bitmapWithExplosions)) { // Draw changing HP of both units foreach (var coordsOffsets in coordsOffsetsToBeDrawn) { var x = attackerX + coordsOffsets[0]; var y = attackerY + coordsOffsets[1]; if (x == attackerX && y == attackerY) { Draw.UnitShield(g, e.Attacker.Type, e.Attacker.Owner.Id, e.Attacker.Order, e.Attacker.IsInStack, e.Attacker.Hitpoints[explosion * 5], e.Attacker.HitpointsBase, map.Zoom, new Point(2 * map.Xpx, 2 * map.Ypx)); Draw.UnitSprite(g, e.Attacker.Type, false, false, map.Zoom, new Point(2 * map.Xpx, 2 * map.Ypx)); } else if (x == defenderX && y == defenderY) { Draw.UnitShield(g, e.Defender.Type, e.Defender.Owner.Id, e.Defender.Order, e.Defender.IsInStack, e.Defender.Hitpoints[explosion * 5], e.Defender.HitpointsBase, map.Zoom, new Point((2 + coordsOffsets[0]) * map.Xpx, (2 + coordsOffsets[1]) * map.Ypx)); Draw.UnitSprite(g, e.Defender.Type, e.Defender.Order == OrderType.Sleep, e.Defender.Order == OrderType.Fortified, map.Zoom, new Point((2 + coordsOffsets[0]) * map.Xpx, (2 + coordsOffsets[1]) * map.Ypx)); } } // Draw explosion on defender point = e.CombatRoundsAttackerWins[explosion] ? new Point((int)(map.Xpx * (2.5 + defenderX - attackerX)), map.Ypx * (3 + (defenderY - attackerY))) : new Point((int)(map.Xpx * 2.5), map.Ypx * 3); Draw.BattleAnim(g, frame, map.Zoom, point); } animationFrames.Add(bitmapWithExplosions); } } return(animationFrames); }
private void Surface_Paint(object sender, PaintEventArgs e) { e.Graphics.AntiAlias = false; // Inner wallpaper e.Graphics.DrawImage(Images.ExtractBitmap(DLLs.Tiles, "defenseMinWallpaper").CropImage(new Rectangle(0, 0, 600, 400)), new Rectangle(11, 11, 600, 400)); // Text var font1 = new Font("Times New Roman", 14); var cycleText = showCasualties ? "Casualties" : "Statistics"; Draw.Text(e.Graphics, $"DEFENSE MINISTER: {cycleText}", font1, Color.FromArgb(223, 223, 223), new Point(300, 24), true, true, Color.FromArgb(67, 67, 67), 2, 1); Draw.Text(e.Graphics, $"Holy Empire of the {Game.GetActiveCiv.Adjective}", font1, Color.FromArgb(223, 223, 223), new Point(300, 45), true, true, Color.FromArgb(67, 67, 67), 2, 1); Draw.Text(e.Graphics, $"{Game.GetActiveCiv.LeaderTitle} {Game.GetActiveCiv.LeaderName}: {Game.GetGameYearString}", font1, Color.FromArgb(223, 223, 223), new Point(300, 66), true, true, Color.FromArgb(67, 67, 67), 2, 1); if (!showCasualties) { // Unit types var drawnUnits = unitStatDefs.Skip(barVal0).Take(12).ToList(); for (int i = 0; i < drawnUnits.Count; i++) { var unitDef = drawnUnits[i]; var font = new Font("Times New Roman", 11, FontStyle.Bold); // Unit image Draw.UnitShield(e.Graphics, unitDef.Type, Game.GetActiveCiv.Id, OrderType.NoOrders, false, 100, 100, 0, new Point(13 + 64 * ((barVal0 + i + 1) % 2), 78 + 24 * i)); Draw.UnitSprite(e.Graphics, unitDef.Type, false, false, 0, new Point(13 + 64 * ((barVal0 + i + 1) % 2), 78 + 24 * i)); // Unit name Draw.Text(e.Graphics, unitDef.Name, font, Color.FromArgb(223, 223, 223), new Point(149, 95 + 24 * i), false, false, Color.FromArgb(67, 67, 67), 1, 1); // Stats Draw.Text(e.Graphics, $"{unitDef.Attack}/{unitDef.Defense}/{unitDef.Move / 3}", font, Color.FromArgb(223, 223, 223), new Point(245, 95 + 24 * i), false, false, Color.FromArgb(67, 67, 67), 1, 1); Draw.Text(e.Graphics, $"{unitDef.Hitp / 10}/{unitDef.Firepwr}", font, Color.FromArgb(223, 223, 223), new Point(300, 95 + 24 * i), false, false, Color.FromArgb(67, 67, 67), 1, 1); var unitNo = Game.GetActiveCiv.Units.Where(u => u.Type == unitDef.Type).Count(); Draw.Text(e.Graphics, $"{unitNo} active", font, Color.FromArgb(255, 223, 79), new Point(332, 95 + 24 * i), false, false, Colors.Black, 1, 1); var unitInProdNo = Game.GetActiveCiv.Cities.Where(c => c.ItemInProduction.Type == ItemType.Unit && Game.Rules.UnitTypes[c.ItemInProduction.ImageIndex].Type == unitDef.Type).Count(); if (unitInProdNo > 0) { Draw.Text(e.Graphics, $"{unitInProdNo} in prod", font, Color.FromArgb(63, 187, 199), new Point(393, 95 + 24 * i), false, false, Colors.Black, 1, 1); } // TODO: Add extra flags description } } else { } }