public CPos ViewToWorld(int2 view) { var world = worldRenderer.Viewport.ViewToWorldPx(view); var map = worldRenderer.World.Map; var ts = Game.ModData.Manifest.TileSize; var candidates = CandidateMouseoverCells(world); var tileSet = worldRenderer.World.TileSet; foreach (var uv in candidates) { // Coarse filter to nearby cells var p = map.CenterOfCell(uv.ToCPos(map.TileShape)); var s = worldRenderer.ScreenPxPosition(p); if (Math.Abs(s.X - world.X) <= ts.Width && Math.Abs(s.Y - world.Y) <= ts.Height) { var ramp = 0; if (map.Contains(uv)) { var tile = map.MapTiles.Value[uv]; var ti = tileSet.GetTileInfo(tile); if (ti != null) { ramp = ti.RampType; } } var corners = map.CellCorners[ramp]; var pos = map.CenterOfCell(uv.ToCPos(map)); var screen = corners.Select(c => worldRenderer.ScreenPxPosition(pos + c)).ToArray(); if (screen.PolygonContains(world)) { return(uv.ToCPos(map)); } } } // Mouse is not directly over a cell (perhaps on a cliff) // Try and find the closest cell if (candidates.Any()) { return(candidates.OrderBy(uv => { var p = map.CenterOfCell(uv.ToCPos(map.TileShape)); var s = worldRenderer.ScreenPxPosition(p); var dx = Math.Abs(s.X - world.X); var dy = Math.Abs(s.Y - world.Y); return dx * dx + dy * dy; }).First().ToCPos(map)); } // Something is very wrong, but lets return something that isn't completely bogus and hope the caller can recover return(worldRenderer.World.Map.CellContaining(worldRenderer.Position(ViewToWorldPx(view)))); }
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr) { var pos = wr.ScreenPxPosition(self.CenterPosition); var bounds = self.Bounds.Value; bounds.Offset(pos.X, pos.Y); var spaceBuffer = (int)(10 / wr.Viewport.Zoom); var effectPos = wr.Position(new int2(pos.X, bounds.Y - spaceBuffer)); yield return new TextRenderable(font, effectPos, 0, color, name); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var position = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos(); var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo); var rules = world.Map.Rules; var actorInfo = rules.Actors[Building]; foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>()) dec.Render(wr, world, actorInfo, position.CenterPosition); /* hack hack */ var cells = new Dictionary<CPos, bool>(); // Linebuild for walls. // Assumes a 1x1 footprint; weird things will happen for other footprints if (rules.Actors[Building].Traits.Contains<LineBuildInfo>()) { foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, Building, BuildingInfo)) cells.Add(t, BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, t)); } else { if (!initialized) { var rbi = rules.Actors[Building].Traits.GetOrDefault<RenderBuildingInfo>(); if (rbi == null) preview = new IRenderable[0]; else { var palette = rbi.Palette ?? (Producer.Owner != null ? rbi.PlayerPalette + Producer.Owner.InternalName : null); preview = rbi.RenderPreview(world, rules.Actors[Building], wr.Palette(palette)); } initialized = true; } var offset = topLeft.CenterPosition + FootprintUtils.CenterOffset(BuildingInfo) - WPos.Zero; foreach (var r in preview) r.OffsetBy(offset).Render(wr); var res = world.WorldActor.Trait<ResourceLayer>(); var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft); foreach (var t in FootprintUtils.Tiles(rules, Building, BuildingInfo, topLeft)) cells.Add(t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo) && res.GetResource(t) == null); } var pal = wr.Palette("terrain"); foreach (var c in cells) { var tile = c.Value ? buildOk : buildBlocked; new SpriteRenderable(tile, c.Key.CenterPosition, WVec.Zero, -511, pal, 1f, true).Render(wr); } }
public IEnumerable<IRenderable> Render(WorldRenderer wr) { if (!self.IsInWorld) yield break; if (self.IsDead()) yield break; if (!self.Owner.IsAlliedWith(self.World.RenderPlayer)) yield break; if (wr.world.FogObscures(self)) yield break; var pos = wr.ScreenPxPosition(self.CenterPosition); var bounds = self.Bounds.Value; bounds.Offset(pos.X, pos.Y); var offset = (int)(4 / wr.Viewport.Zoom); var effectPos = wr.Position(new int2(bounds.Right - offset, bounds.Bottom - offset)); yield return new SpriteRenderable(anim.Image, effectPos, WVec.Zero, 0, wr.Palette("effect"), 1f / wr.Viewport.Zoom, true); }
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette) { var dist = to - from; var q = new float2(-dist.Y, dist.X); var c = -float2.Dot(from, q); var rs = new List<IRenderable>(); var z = from; var pal = wr.Palette(palette); while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5) { var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared) .OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First(); var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2()); rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true)); z += new float2(step[0], step[1]); if (rs.Count >= 1000) break; } p = z; return rs; }
public void RenderAfterWorld(WorldRenderer wr, World world) { var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos(); foreach (var unit in power.UnitsInRange(xy)) wr.DrawSelectionBox(unit, Color.Red); }
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos(); var pal = wr.Palette("terrain"); foreach (var t in world.FindTilesInCircle(xy, range)) yield return new SpriteRenderable(tile, t.CenterPosition, WVec.Zero, -511, pal, 1f, true); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos(); var targetUnits = power.UnitsInRange(xy); foreach (var unit in targetUnits) if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility()) wr.DrawSelectionBox(unit, Color.Red); }
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos(); var pal = wr.Palette("terrain"); // Source tiles foreach (var t in world.FindTilesInCircle(sourceLocation, range)) yield return new SpriteRenderable(sourceTile, t.CenterPosition, WVec.Zero, -511, pal, 1f, true); // Destination tiles foreach (var t in world.FindTilesInCircle(xy, range)) yield return new SpriteRenderable(sourceTile, t.CenterPosition, WVec.Zero, -511, pal, 1f, true); // Unit previews foreach (var unit in power.UnitsInRange(sourceLocation)) { var offset = (xy - sourceLocation).ToWVec(); if (manager.self.Owner.Shroud.IsTargetable(unit)) foreach (var r in unit.Render(wr)) yield return r.OffsetBy(offset); } // Unit tiles foreach (var unit in power.UnitsInRange(sourceLocation)) { if (manager.self.Owner.Shroud.IsTargetable(unit)) { var targetCell = unit.Location + (xy - sourceLocation); var canEnter = ((manager.self.Owner.Shroud.IsExplored(targetCell) || manager.self.Owner.HasFogVisibility()) && unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell)); var tile = canEnter ? validTile : invalidTile; yield return new SpriteRenderable(tile, targetCell.CenterPosition, WVec.Zero, -511, pal, 1f, true); } } }
public CPos ViewToWorld(int2 view) { return(worldRenderer.world.Map.CellContaining(worldRenderer.Position(ViewToWorldPx(view)))); }