コード例 #1
0
        public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
        {
            actor           = self;
            this.shroud     = shroud;
            NeedRenderables = startsRevealed;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            if (Footprint.Length == 0)
            {
                throw new ArgumentException(("This frozen actor has no footprint.\n" +
                                             "Actor Name: {0}\n" +
                                             "Actor Location: {1}\n" +
                                             "Input footprint: [{2}]\n" +
                                             "Input footprint (after shroud.Contains): [{3}]")
                                            .F(actor.Info.Name,
                                               actor.Location.ToString(),
                                               footprint.Select(p => p.ToString()).JoinWith("|"),
                                               footprint.Select(p => shroud.Contains(p).ToString()).JoinWith("|")));
            }

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;
            TargetTypes    = self.GetEnabledTargetTypes().ToHashSet();

            tooltip = self.TraitsImplementing <ITooltip>().FirstOrDefault();
            health  = self.TraitOrDefault <IHealth>();

            UpdateVisibility();
        }
コード例 #2
0
        public FrozenActor(Actor actor, ICreatesFrozenActors frozenTrait, PPos[] footprint, Player viewer, bool startsRevealed)
        {
            this.actor       = actor;
            this.frozenTrait = frozenTrait;
            this.viewer      = viewer;
            shroud           = viewer.Shroud;
            NeedRenderables  = startsRevealed;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            if (Footprint.Length == 0)
            {
                throw new ArgumentException(("This frozen actor has no footprint.\n" +
                                             "Actor Name: {0}\n" +
                                             "Actor Location: {1}\n" +
                                             "Input footprint: [{2}]\n" +
                                             "Input footprint (after shroud.Contains): [{3}]")
                                            .F(actor.Info.Name,
                                               actor.Location.ToString(),
                                               footprint.Select(p => p.ToString()).JoinWith("|"),
                                               footprint.Select(p => shroud.Contains(p).ToString()).JoinWith("|")));
            }

            CenterPosition = actor.CenterPosition;

            tooltips = actor.TraitsImplementing <ITooltip>().ToArray();
            health   = actor.TraitOrDefault <IHealth>();

            UpdateVisibility();
        }
コード例 #3
0
ファイル: FrozenActorLayer.cs プロジェクト: wytsep/OpenRA
 public void Tick(World world, Shroud shroud)
 {
     Visible = !Footprint.Any(shroud.IsVisibleTest(FootprintRegion));
     if (flashTicks > 0)
     {
         flashTicks--;
     }
 }
コード例 #4
0
        public void Tick(World world, Shroud shroud)
        {
            Visible = !Footprint.Any(c => shroud.IsVisible(c));

            if (flashTicks > 0)
            {
                flashTicks--;
            }
        }
コード例 #5
0
ファイル: ShroudRenderer.cs プロジェクト: pdovy/OpenRA
        public ShroudRenderer(Player owner, Map map)
        {
            this.shroud = owner.World.WorldActor.Trait<Traits.Shroud>();
            this.map = map;

            sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
            fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];

            shroud.Dirty += () => dirty = true;
        }
コード例 #6
0
ファイル: FrozenActorLayer.cs プロジェクト: ushardul/OpenRA
        public FrozenActor(Actor self, MPos[] footprint, CellRegion footprintRegion, Shroud shroud)
        {
            actor = self;
            isVisibleTest = shroud.IsVisibleTest(footprintRegion);

            Footprint = footprint;
            CenterPosition = self.CenterPosition;
            Bounds = self.Bounds;

            UpdateVisibility();
        }
コード例 #7
0
ファイル: FrozenActorLayer.cs プロジェクト: wenzeslaus/OpenRA
        public FrozenActor(Actor self, MPos[] footprint, CellRegion footprintRegion, Shroud shroud)
        {
            actor         = self;
            isVisibleTest = shroud.IsVisibleTest(footprintRegion);

            Footprint      = footprint;
            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;

            UpdateVisibility();
        }
コード例 #8
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ファイル: Shroud.cs プロジェクト: voidAsterisk/OpenRA
        public void Explore(Shroud s)
        {
            foreach (var cell in map.Cells)
            {
                if (s.explored[cell])
                {
                    explored[cell] = true;
                }
            }

            Invalidate();
        }
コード例 #9
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ファイル: RevealsShroud.cs プロジェクト: wenzeslaus/OpenRA
        public void Tick(Actor self)
        {
            if (lobbyShroudFogDisabled)
            {
                return;
            }

            if (cachedLocation != self.Location)
            {
                cachedLocation = self.Location;
                Shroud.UpdateVisibility(self.World.Players.Select(p => p.Shroud), self);
            }
        }
コード例 #10
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        public FrozenActor(Actor self, MPos[] footprint, Shroud shroud)
        {
            actor = self;
            this.shroud = shroud;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                .Where(m => shroud.Contains(m))
                .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds = self.Bounds;

            UpdateVisibility();
        }
コード例 #11
0
ファイル: FrozenActorLayer.cs プロジェクト: Berzeger/OpenRA
		public void Tick(World world, Shroud shroud)
		{
			Visible = true;
			foreach (var pos in Footprint)
			{
				if (shroud.IsVisible(pos))
				{
					Visible = false;
					break;
				}
			}

			if (flashTicks > 0)
				flashTicks--;
		}
コード例 #12
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        public void Explore(Shroud s)
        {
            for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
            {
                for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
                {
                    if (s.explored[i, j] == true)
                    {
                        explored[i, j] = true;
                    }
                }
            }

            ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
        }
コード例 #13
0
        public FrozenActor(Actor self, MPos[] footprint, Shroud shroud)
        {
            actor       = self;
            this.shroud = shroud;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;

            UpdateVisibility();
        }
コード例 #14
0
ファイル: CreatesShroud.cs プロジェクト: ushalin/OpenRA
        public void Tick(Actor self)
        {
            if (lobbyShroudFogDisabled)
            {
                return;
            }

            var disabled = self.IsDisabled();

            if (cachedLocation != self.Location || cachedDisabled != disabled)
            {
                cachedLocation = self.Location;
                cachedDisabled = disabled;
                Shroud.UpdateShroudGeneration(self.World.Players.Select(p => p.Shroud), self);
            }
        }
コード例 #15
0
ファイル: CreatesShroud.cs プロジェクト: wenzeslaus/OpenRA
        public void Tick(Actor self)
        {
            if (lobbyShroudFogDisabled)
            {
                return;
            }

            var disabled = self.TraitsImplementing <IDisable>().Any(d => d.Disabled);

            if (cachedLocation != self.Location || cachedDisabled != disabled)
            {
                cachedLocation = self.Location;
                cachedDisabled = disabled;
                Shroud.UpdateShroudGeneration(self.World.Players.Select(p => p.Shroud), self);
            }
        }
コード例 #16
0
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
            {
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
            }

            foreach (var puv in map.ProjectedCells)
            {
                if (!explored[puv] && s.explored[puv])
                {
                    touched[puv]  = true;
                    explored[puv] = true;
                }
            }
        }
コード例 #17
0
        public void Tick(World world, Shroud shroud)
        {
            Visible = true;
            foreach (var pos in Footprint)
            {
                if (shroud.IsVisible(pos))
                {
                    Visible = false;
                    break;
                }
            }

            if (flashTicks > 0)
            {
                flashTicks--;
            }
        }
コード例 #18
0
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
            {
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
            }

            foreach (var cell in map.Cells)
            {
                if (s.explored[cell])
                {
                    explored[cell] = true;
                }
            }

            Invalidate();
        }
コード例 #19
0
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
            {
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
            }

            foreach (var puv in map.ProjectedCells)
            {
                var index = touched.Index(puv);
                if (!explored[index] && s.explored[index])
                {
                    touched[index]  = true;
                    anyCellTouched  = true;
                    explored[index] = true;
                }
            }
        }
コード例 #20
0
ファイル: FrozenActorLayer.cs プロジェクト: Roger-luo/OpenRA
		public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
		{
			actor = self;
			this.shroud = shroud;
			NeedRenderables = startsRevealed;
			removeFrozenActors = self.TraitsImplementing<IRemoveFrozenActor>().ToArray();

			// Consider all cells inside the map area (ignoring the current map bounds)
			Footprint = footprint
				.Where(m => shroud.Contains(m))
				.ToArray();

			CenterPosition = self.CenterPosition;
			Bounds = self.Bounds;
			TargetTypes = self.TraitsImplementing<ITargetable>().Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes).ToHashSet();

			UpdateVisibility();
		}
コード例 #21
0
 public void MergeShroud(Shroud s)
 {
     for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
     {
         for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
         {
             if (s.exploredCells[i, j] == true)
             {
                 exploredCells[i, j] = true;
             }
             if (s.foggedCells[i, j] == true)
             {
                 foggedCells[i, j] = true;
             }
         }
         ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
     }
 }
コード例 #22
0
ファイル: FrozenActorLayer.cs プロジェクト: zhangolove/OpenRA
        public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
        {
            actor              = self;
            this.shroud        = shroud;
            NeedRenderables    = startsRevealed;
            removeFrozenActors = self.TraitsImplementing <IRemoveFrozenActor>().ToArray();

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;
            TargetTypes    = self.TraitsImplementing <ITargetable>().Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes).ToHashSet();

            UpdateVisibility();
        }
コード例 #23
0
ファイル: Cloak.cs プロジェクト: VrKomarov/OpenRA
        public bool IsVisible(Shroud s, Actor self)
        {
            if (self.World.LocalPlayer != null) {
                if (s == null) {
                    if (!Cloaked || self.Owner == self.World.LocalPlayer ||
                        self.Owner.Stances[self.World.LocalPlayer] == Stance.Ally)
                        return true;
                }
                else {
                    if (!Cloaked || self.Owner == s.Owner ||
                        self.Owner.Stances[s.Owner] == Stance.Ally)
                        return true;
                }
            }

            return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
                a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
                (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
        }
コード例 #24
0
ファイル: ShroudRenderer.cs プロジェクト: Tsher/OpenRA
        internal void Draw(WorldRenderer wr, Shroud shroud)
        {
            if (initializePalettes)
            {
                if (shroudInfo.Fog)
                    fogPalette = wr.Palette("fog");
                shroudPalette = wr.Palette("shroud");
                initializePalettes = false;
            }

            GenerateSprites(shroud);

            var clipRect = Game.viewport.WorldBounds(wr.world);

            // We draw the shroud when disabled to hide the sharp map edges
            DrawShroud(wr, clipRect, sprites, shroudPalette);

            if (shroudInfo.Fog)
                DrawShroud(wr, clipRect, fogSprites, fogPalette);
        }
コード例 #25
0
ファイル: Shroud.cs プロジェクト: wenzeslaus/OpenRA
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
            {
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
            }

            var changed = new List <CPos>();

            foreach (var uv in map.Cells.MapCoords)
            {
                if (!explored[uv] && s.explored[uv])
                {
                    explored[uv] = true;
                    changed.Add(uv.ToCPos(map));
                }
            }

            Invalidate(changed);
        }
コード例 #26
0
ファイル: Player.cs プロジェクト: Generalcamo/OpenRA
        public Player(World world, Session.Client client, Session.Slot slot, PlayerReference pr)
        {
            World = world;
            InternalName = pr.Name;
            PlayerReference = pr;
            string botType = null;

            // Real player or host-created bot
            if (client != null)
            {
                ClientIndex = client.Index;
                Color = client.Color;
                PlayerName = client.Name;
                botType = client.Bot;
                Country = ChooseCountry(world, client.Country);
            }
            else
            {
                // Map player
                ClientIndex = 0; // Owned by the host (TODO: fix this)
                Color = pr.Color;
                PlayerName = pr.Name;
                NonCombatant = pr.NonCombatant;
                botType = pr.Bot;
                Country = ChooseCountry(world, pr.Race);
            }
            PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
            Shroud = PlayerActor.Trait<Shroud>();

            // Enable the bot logic on the host
            IsBot = botType != null;
            if (IsBot && Game.IsHost)
            {
                var logic = PlayerActor.TraitsImplementing<IBot>()
                            .FirstOrDefault(b => b.Info.Name == botType);
                if (logic == null)
                    Log.Write("debug", "Invalid bot type: {0}", botType);
                else
                    logic.Activate(this);
            }
        }
コード例 #27
0
ファイル: Shroud.cs プロジェクト: cjshmyr/OpenRA
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
            {
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
            }

            var changed = new List <PPos>();

            foreach (var puv in map.ProjectedCellBounds)
            {
                var uv = (MPos)puv;
                if (!explored[uv] && s.explored[uv])
                {
                    explored[uv] = true;
                    changed.Add(puv);
                }
            }

            Invalidate(changed);
        }
コード例 #28
0
ファイル: CreatesShroud.cs プロジェクト: watsoncui/OpenRA
        public void Tick(Actor self)
        {
            // TODO: don't tick all the time.
            if (self.Owner == null)
            {
                return;
            }

            var shrouds = self.World.ActorsWithTrait <Shroud>().Select(s => s.Actor.Owner.Shroud);

            if (previousLocation != self.Location && v != null)
            {
                previousLocation = self.Location;

                foreach (var shroud in shrouds)
                {
                    shroud.UnhideActor(self, v, Info.Range);
                }
            }

            if (!self.TraitsImplementing <IDisable>().Any(d => d.Disabled))
            {
                foreach (var shroud in shrouds)
                {
                    shroud.HideActor(self, Info.Range);
                }
            }
            else
            {
                foreach (var shroud in shrouds)
                {
                    shroud.UnhideActor(self, v, Info.Range);
                }
            }

            v = new Shroud.ActorVisibility {
                vis = Shroud.GetVisOrigins(self).ToArray()
            };
        }
コード例 #29
0
ファイル: Mobile.cs プロジェクト: mgatland/OpenRA
        public Mobile(ActorInitializer init, MobileInfo info)
        {
            this.self = init.self;
            this.Info = info;

            shroud = self.World.WorldActor.Trait<Shroud>();
            uim = self.World.WorldActor.Trait<UnitInfluence>();
            bim = self.World.WorldActor.Trait<BuildingInfluence>();
            canShareCell = self.HasTrait<SharesCell>();

            if (init.Contains<LocationInit>())
            {
                this.__fromCell = this.__toCell = init.Get<LocationInit,int2>();
                AddInfluence();
            }

            this.Facing = init.Contains<FacingInit>() ? init.Get<FacingInit,int>() : info.InitialFacing;
            this.Altitude = init.Contains<AltitudeInit>() ? init.Get<AltitudeInit,int>() : 0;

            TerrainCost = new Dictionary<string, float>();
            TerrainSpeed = new Dictionary<string, float>();

            if (info.TerrainTypes.Count() != info.TerrainSpeeds.Count())
                throw new InvalidOperationException("Mobile TerrainType/TerrainSpeed length mismatch");

            if (info.TerrainCostOverrides != null)
                for (int i = 0; i < info.TerrainCostOverrides.Count(); i++)
                {
                    TerrainCost.Add(info.TerrainCostOverrides[i], info.TerrainCosts[i]);
                }

            for (int i = 0; i < info.TerrainTypes.Count(); i++)
            {
                if (!TerrainCost.ContainsKey(info.TerrainTypes[i]))
                    TerrainCost.Add(info.TerrainTypes[i], 1f/info.TerrainSpeeds[i]);

                TerrainSpeed.Add(info.TerrainTypes[i], info.TerrainSpeeds[i]);
            }
        }
コード例 #30
0
ファイル: Shroud.cs プロジェクト: VrKomarov/OpenRA
		public void MergeShroud(Shroud s) {
		    for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
				for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
				    if (s.exploredCells[i,j] == true)
					    exploredCells[i, j] = true;
				}
			exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
		    }
		}
コード例 #31
0
ファイル: Player.cs プロジェクト: Roger-luo/OpenRA
		public Player(World world, Session.Client client, PlayerReference pr)
		{
			string botType;

			World = world;
			InternalName = pr.Name;
			PlayerReference = pr;

			// Real player or host-created bot
			if (client != null)
			{
				ClientIndex = client.Index;
				Color = client.Color;
				PlayerName = client.Name;
				botType = client.Bot;
				Faction = ChooseFaction(world, client.Faction, !pr.LockFaction);
				DisplayFaction = ChooseDisplayFaction(world, client.Faction);
			}
			else
			{
				// Map player
				ClientIndex = 0; // Owned by the host (TODO: fix this)
				Color = pr.Color;
				PlayerName = pr.Name;
				NonCombatant = pr.NonCombatant;
				Playable = pr.Playable;
				Spectating = pr.Spectating;
				botType = pr.Bot;
				Faction = ChooseFaction(world, pr.Faction, false);
				DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
			}

			PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
			Shroud = PlayerActor.Trait<Shroud>();

			fogVisibilities = PlayerActor.TraitsImplementing<IFogVisibilityModifier>().ToArray();

			// Enable the bot logic on the host
			IsBot = botType != null;
			if (IsBot && Game.IsHost)
			{
				var logic = PlayerActor.TraitsImplementing<IBot>().FirstOrDefault(b => b.Info.Name == botType);
				if (logic == null)
					Log.Write("debug", "Invalid bot type: {0}", botType);
				else
					logic.Activate(this);
			}
		}
コード例 #32
0
ファイル: Shroud.cs プロジェクト: Roger-luo/OpenRA
		public void Explore(Shroud s)
		{
			if (map.Bounds != s.map.Bounds)
				throw new ArgumentException("The map bounds of these shrouds do not match.", "s");

			var changed = new List<PPos>();
			foreach (var puv in map.ProjectedCellBounds)
			{
				var uv = (MPos)puv;
				if (!explored[uv] && s.explored[uv])
				{
					explored[uv] = true;
					changed.Add(puv);
				}
			}

			Invalidate(changed);
		}
コード例 #33
0
ファイル: ShroudRenderer.cs プロジェクト: Tsher/OpenRA
        Sprite ChooseFog(Shroud s, int i, int j)
        {
            if (!s.IsVisible(i, j)) return shadowBits[0xf];
            if (!s.IsExplored(i, j)) return shadowBits[0xf];

            // bits are for unexploredness: up, right, down, left
            var v = 0;
            // bits are for unexploredness: TL, TR, BR, BL
            var u = 0;

            if (!s.IsVisible(i, j - 1)) { v |= 1; u |= 3; }
            if (!s.IsVisible(i + 1, j)) { v |= 2; u |= 6; }
            if (!s.IsVisible(i, j + 1)) { v |= 4; u |= 12; }
            if (!s.IsVisible(i - 1, j)) { v |= 8; u |= 9; }

            var uSides = u;

            if (!s.IsVisible(i - 1, j - 1)) u |= 1;
            if (!s.IsVisible(i + 1, j - 1)) u |= 2;
            if (!s.IsVisible(i + 1, j + 1)) u |= 4;
            if (!s.IsVisible(i - 1, j + 1)) u |= 8;

            return shadowBits[SpecialShroudTiles[u ^ uSides][v]];
        }
コード例 #34
0
ファイル: FrozenUnderFog.cs プロジェクト: pdovy/OpenRA
 public FrozenUnderFog(Actor self)
 {
     shroud = self.World.WorldActor.Trait<Shroud>();
 }
コード例 #35
0
ファイル: Shroud.cs プロジェクト: RobotCaleb/OpenRA
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");

            foreach (var cell in map.Cells)
                if (s.explored[cell])
                    explored[cell] = true;

            Invalidate();
        }
コード例 #36
0
ファイル: Shroud.cs プロジェクト: Berzeger/OpenRA
		public void Explore(Shroud s)
		{
			foreach (var cell in map.Cells)
				if (s.explored[cell])
					explored[cell] = true;

			Invalidate();
		}
コード例 #37
0
ファイル: ShroudRenderer.cs プロジェクト: Generalcamo/OpenRA
        public void RenderShroud(WorldRenderer wr, Shroud shroud)
        {
            Update(shroud);

            var clip = wr.Viewport.CellBounds;
            var width = clip.Width;
            for (var j = clip.Top; j < clip.Bottom; j++)
            {
                var start = j * tileStride + clip.Left;
                for (var k = 0; k < width; k++)
                {
                    var s = tiles[start + k].Shroud;
                    var f = tiles[start + k].Fog;

                    if (s != null)
                    {
                        var pos = tiles[start + k].ScreenPosition - 0.5f * s.size;
                        Game.Renderer.WorldSpriteRenderer.DrawSprite(s, pos, shroudPalette);
                    }

                    if (f != null)
                    {
                        var pos = tiles[start + k].ScreenPosition - 0.5f * f.size;
                        Game.Renderer.WorldSpriteRenderer.DrawSprite(f, pos, fogPalette);
                    }
                }
            }
        }
コード例 #38
0
ファイル: ShroudRenderer.cs プロジェクト: Generalcamo/OpenRA
        void Update(Shroud shroud)
        {
            var hash = shroud != null ? shroud.Hash : 0;
            if (shroudHash == hash)
                return;

            shroudHash = hash;
            if (shroud == null)
            {
                // Players with no shroud see the whole map so we only need to set the edges
                for (var k = 0; k < tiles.Length; k++)
                {
                    var shrouded = ObserverShroudedEdges(tiles[k].Position, bounds, useExtendedIndex);
                    tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
                    tiles[k].Fog = GetTile(shrouded, tiles[k].Variant);
                }
            }
            else
            {
                for (var k = 0; k < tiles.Length; k++)
                {
                    var shrouded = ShroudedEdges(shroud, tiles[k].Position, useExtendedIndex);
                    var fogged = FoggedEdges(shroud, tiles[k].Position, useExtendedIndex);

                    tiles[k].Shroud = GetTile(shrouded, tiles[k].Variant);
                    tiles[k].Fog = GetTile(fogged, tiles[k].Variant);
                }
            }
        }
コード例 #39
0
ファイル: ShroudRenderer.cs プロジェクト: Tsher/OpenRA
        void GenerateSprites(Shroud shroud)
        {
            var hash = shroud != null ? shroud.Hash : 0;
            if (shroudHash == hash)
                return;

            shroudHash = hash;
            if (shroud == null)
            {
                // Players with no shroud see the whole map so we only need to set the edges
                var b = map.Bounds;
                for (int i = b.Left; i < b.Right; i++)
                    for (int j = b.Top; j < b.Bottom; j++)
                {
                    var v = 0;
                    var u = 0;

                    if (j == b.Top) { v |= 1; u |= 3; }
                    if (i == b.Right - 1) { v |= 2; u |= 6; }
                    if (j == b.Bottom - 1) { v |= 4; u |= 12; }
                    if (i == b.Left) { v |= 8; u |= 9; }

                    var uSides = u;
                    if (i == b.Left && j == b.Top) u |= 1;
                    if (i == b.Right - 1 && j == b.Top) u |= 2;
                    if (i == b.Right - 1 && j == b.Bottom - 1) u |= 4;
                    if (i == b.Left && j == b.Bottom - 1) u |= 8;

                    sprites[i, j] = fogSprites[i, j] = shadowBits[SpecialShroudTiles[u ^ uSides][v]];
                }
            }
            else
            {
                for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
                    for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
                        sprites[i, j] = ChooseShroud(shroud, i, j);

                for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
                    for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
                        fogSprites[i, j] = ChooseFog(shroud, i, j);
            }
        }
コード例 #40
0
ファイル: ShroudRenderer.cs プロジェクト: ushardul/OpenRA
        void Update(Shroud newShroud)
        {
            if (currentShroud != newShroud)
            {
                if (currentShroud != null)
                    currentShroud.CellsChanged -= MarkCellsDirty;

                if (newShroud != null)
                {
                    shroudDirty.Clear(true);
                    newShroud.CellsChanged += MarkCellsDirty;
                }

                cellsDirty.Clear();
                cellsAndNeighborsDirty.Clear();

                currentShroud = newShroud;
            }

            if (currentShroud != null)
            {
                mapBorderShroudIsCached = false;

                // We need to mark newly dirtied areas of the shroud.
                // Expand the dirty area to cover the neighboring cells, since shroud is affected by neighboring cells.
                foreach (var cell in cellsDirty)
                {
                    cellsAndNeighborsDirty.Add(cell);
                    foreach (var direction in CVec.Directions)
                        cellsAndNeighborsDirty.Add(cell + direction);
                }

                foreach (var cell in cellsAndNeighborsDirty)
                    shroudDirty[cell] = true;

                cellsDirty.Clear();
                cellsAndNeighborsDirty.Clear();
            }
            else if (!mapBorderShroudIsCached)
            {
                mapBorderShroudIsCached = true;
                CacheMapBorderShroud();
            }
        }
コード例 #41
0
ファイル: Shroud.cs プロジェクト: zombie-einstein/OpenRA
        public void Explore(Shroud s)
        {
            if (map.Bounds != s.map.Bounds)
                throw new ArgumentException("The map bounds of these shrouds do not match.", "s");

            var changed = new List<CPos>();
            foreach (var uv in map.CellsInsideBounds.MapCoords)
            {
                if (!explored[uv] && s.explored[uv])
                {
                    explored[uv] = true;
                    changed.Add(uv.ToCPos(map));
                }
            }

            Invalidate(changed);
        }
コード例 #42
0
ファイル: ShroudRenderer.cs プロジェクト: JackKucan/OpenRA
		void Update(Shroud shroud)
		{
			var hash = shroud != null ? shroud.Hash : 0;
			if (shroudHash == hash)
				return;

			shroudHash = hash;
			if (shroud == null)
			{
				// Players with no shroud see the whole map so we only need to set the edges
				foreach (var cell in map.Cells)
				{
					var t = tiles[cell];
					var shrouded = ObserverShroudedEdges(map, t.Position, info.UseExtendedIndex);

					t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
					t.Fog = shrouded != 0 ? fogSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
				}
			}
			else
			{
				foreach (var cell in map.Cells)
				{
					var t = tiles[cell];
					var shrouded = ShroudedEdges(shroud, t.Position, info.UseExtendedIndex);
					var fogged = FoggedEdges(shroud, t.Position, info.UseExtendedIndex);

					t.Shroud = shrouded != 0 ? shroudSprites[t.Variant * variantStride + spriteMap[shrouded]] : null;
					t.Fog = fogged != 0 ? fogSprites[t.Variant * variantStride + spriteMap[fogged]] : null;
				}
			}
		}
コード例 #43
0
ファイル: Shroud.cs プロジェクト: TiriliPiitPiit/OpenRA
        public void Explore(Shroud s)
        {
            for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
                for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
                    if (s.explored[i,j] == true)
                        explored[i, j] = true;

            ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
        }
コード例 #44
0
        public void Tick(World world, Shroud shroud)
        {
            Visible = !Footprint.Any(c => shroud.IsVisible(c));

            if (flashTicks > 0)
                flashTicks--;
        }
コード例 #45
0
ファイル: ShroudRenderer.cs プロジェクト: pchote/OpenRA
        void IRenderShroud.RenderShroud(Shroud shroud, WorldRenderer wr)
        {
            if (currentShroud != shroud)
            {
                if (currentShroud != null)
                    currentShroud.CellsChanged -= DirtyCells;

                if (shroud != null)
                    shroud.CellsChanged += DirtyCells;

                // Needs the anonymous function to ensure the correct overload is chosen
                if (shroud != null)
                    visibleUnderShroud = puv => currentShroud.IsExplored(puv);
                else
                    visibleUnderShroud = puv => map.Contains(puv);

                if (shroud != null)
                    visibleUnderFog = puv => currentShroud.IsVisible(puv);
                else
                    visibleUnderFog = puv => map.Contains(puv);

                currentShroud = shroud;
                DirtyCells(map.ProjectedCellBounds);
            }

            // We need to update newly dirtied areas of the shroud.
            // Expand the dirty area to cover the neighboring cells, since shroud is affected by neighboring cells.
            foreach (var uv in cellsDirty)
            {
                cellsAndNeighborsDirty.Add(uv);
                var cell = ((MPos)uv).ToCPos(map);
                foreach (var direction in CVec.Directions)
                    cellsAndNeighborsDirty.Add((PPos)(cell + direction).ToMPos(map));
            }

            foreach (var puv in cellsAndNeighborsDirty)
            {
                var uv = (MPos)puv;
                if (!tileInfos.Contains(uv))
                    continue;

                var tileInfo = tileInfos[uv];
                var shroudSprite = GetSprite(shroudSprites, GetEdges(puv, visibleUnderShroud), tileInfo.Variant);
                var shroudPos = tileInfo.ScreenPosition;
                if (shroudSprite != null)
                    shroudPos += shroudSprite.Offset - 0.5f * shroudSprite.Size;

                var fogSprite = GetSprite(fogSprites, GetEdges(puv, visibleUnderFog), tileInfo.Variant);
                var fogPos = tileInfo.ScreenPosition;
                if (fogSprite != null)
                    fogPos += fogSprite.Offset - 0.5f * fogSprite.Size;

                shroudLayer.Update(uv, shroudSprite, shroudPos);
                fogLayer.Update(uv, fogSprite, fogPos);
            }

            cellsDirty.Clear();
            cellsAndNeighborsDirty.Clear();

            fogLayer.Draw(wr.Viewport);
            shroudLayer.Draw(wr.Viewport);
        }
コード例 #46
0
ファイル: ShroudRenderer.cs プロジェクト: Generalcamo/OpenRA
        static int ShroudedEdges(Shroud s, CPos p, bool useExtendedIndex)
        {
            if (!s.IsExplored(p.X, p.Y))
                return 15;

            // If a side is shrouded then we also count the corners
            var u = 0;
            if (!s.IsExplored(p.X, p.Y - 1)) u |= 0x13;
            if (!s.IsExplored(p.X + 1, p.Y)) u |= 0x26;
            if (!s.IsExplored(p.X, p.Y + 1)) u |= 0x4C;
            if (!s.IsExplored(p.X - 1, p.Y)) u |= 0x89;

            var uside = u & 0x0F;
            if (!s.IsExplored(p.X - 1, p.Y - 1)) u |= 0x01;
            if (!s.IsExplored(p.X + 1, p.Y - 1)) u |= 0x02;
            if (!s.IsExplored(p.X + 1, p.Y + 1)) u |= 0x04;
            if (!s.IsExplored(p.X - 1, p.Y + 1)) u |= 0x08;

            // RA provides a set of frames for tiles with shrouded
            // corners but unshrouded edges. We want to detect this
            // situation without breaking the edge -> corner enabling
            // in other combinations. The XOR turns off the corner
            // bits that are enabled twice, which gives the behavior
            // we want here.
            return useExtendedIndex ? u ^ uside : u & 0x0F;
        }
コード例 #47
0
ファイル: ShroudRenderer.cs プロジェクト: JackKucan/OpenRA
		public void RenderShroud(WorldRenderer wr, Shroud shroud)
		{
			Update(shroud);

			foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
			{
				var t = tiles[cell];

				if (t.Shroud != null)
				{
					var pos = t.ScreenPosition - 0.5f * t.Shroud.size;
					Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
				}

				if (t.Fog != null)
				{
					var pos = t.ScreenPosition - 0.5f * t.Fog.size;
					Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
				}
			}
		}
コード例 #48
0
ファイル: RadarWidget.cs プロジェクト: CH4Code/OpenRA
        public override void Tick()
        {
            // Enable/Disable the radar
            var enabled = IsEnabled();
            if (enabled != cachedEnabled)
                Game.Sound.Play(enabled ? RadarOnlineSound : RadarOfflineSound);
            cachedEnabled = enabled;

            if (enabled)
            {
                var rp = world.RenderPlayer;
                var newRenderShroud = rp != null ? rp.Shroud : null;
                if (newRenderShroud != renderShroud)
                {
                    if (renderShroud != null)
                        renderShroud.CellsChanged -= MarkShroudDirty;

                    if (newRenderShroud != null)
                    {
                        // Redraw the full shroud sprite
                        MarkShroudDirty(world.Map.AllCells.MapCoords.Select(uv => (PPos)uv));

                        // Update the notification binding
                        newRenderShroud.CellsChanged += MarkShroudDirty;
                    }

                    renderShroud = newRenderShroud;
                }

                // The actor layer is updated every tick
                var stride = radarSheet.Size.Width;
                Array.Clear(radarData, 4 * actorSprite.Bounds.Top * stride, 4 * actorSprite.Bounds.Height * stride);

                unsafe
                {
                    fixed (byte* colorBytes = &radarData[0])
                    {
                        var colors = (int*)colorBytes;

                        foreach (var t in world.ActorsWithTrait<IRadarSignature>())
                        {
                            if (!t.Actor.IsInWorld || world.FogObscures(t.Actor))
                                continue;

                            foreach (var cell in t.Trait.RadarSignatureCells(t.Actor))
                            {
                                if (!world.Map.Contains(cell.First))
                                    continue;

                                var uv = cell.First.ToMPos(world.Map.Grid.Type);
                                var color = cell.Second.ToArgb();
                                if (isRectangularIsometric)
                                {
                                    // Odd rows are shifted right by 1px
                                    var dx = uv.V & 1;
                                    if (uv.U + dx > 0)
                                        colors[(uv.V + previewHeight) * stride + 2 * uv.U + dx - 1] = color;

                                    if (2 * uv.U + dx < stride)
                                        colors[(uv.V + previewHeight) * stride + 2 * uv.U + dx] = color;
                                }
                                else
                                    colors[(uv.V + previewHeight) * stride + uv.U] = color;
                            }
                        }
                    }
                }
            }

            var targetFrame = enabled ? AnimationLength : 0;
            hasRadar = enabled && frame == AnimationLength;
            if (frame == targetFrame)
                return;

            frame += enabled ? 1 : -1;
            radarMinimapHeight = float2.Lerp(0, 1, (float)frame / AnimationLength);

            Animating(frame * 1f / AnimationLength);

            // Update map rectangle for event handling
            var ro = RenderOrigin;
            mapRect = new Rectangle(previewOrigin.X + ro.X, previewOrigin.Y + ro.Y, mapRect.Width, mapRect.Height);

            // Animation is complete
            if (frame == targetFrame)
            {
                if (enabled)
                    AfterOpen();
                else
                    AfterClose();
            }
        }
コード例 #49
0
ファイル: ShroudRenderer.cs プロジェクト: RobotCaleb/OpenRA
 void UpdateShroud(Shroud shroud)
 {
     var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
     var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
     foreach (var cell in updatedRegion)
     {
         var shrouded = GetEdges(cell, visibleUnderShroud);
         var fogged = GetEdges(cell, visibleUnderFog);
         var shroudTile = tiles[cell];
         var variant = shroudTile.Variant;
         shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
         shroudTile.Fog = GetTile(fogSprites, fogged, variant);
         tiles[cell] = shroudTile;
     }
 }
コード例 #50
0
ファイル: ShroudRenderer.cs プロジェクト: ushardul/OpenRA
 public void RenderShroud(WorldRenderer wr, Shroud shroud)
 {
     Update(shroud);
     Render(wr.Viewport.VisibleCells);
 }