* Changed small techno triggers font to 5 pixels high. * Fixed trigger changes on Terrain objects not immediately refreshing the map indicators. * Fixed internal issue with the resources of object property popups not getting cleaned up correctly. * Fixed refresh event handler not getting removed when opening an object's properties popup. * Fixed an issue in the outline caching of buildings where the damaged state was not taken into account. * Updated showcase preview pictures.
248 lines
9.5 KiB
C#
248 lines
9.5 KiB
C#
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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//
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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using MobiusEditor.Interface;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace MobiusEditor.Model
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{
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public enum InfantryStoppingType
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{
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Center /**/ = 0,
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UpperLeft /**/ = 1,
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UpperRight /**/ = 2,
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LowerLeft /**/ = 3,
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LowerRight /**/ = 4
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}
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[DebuggerDisplay("{Type}: {Trigger}")]
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public class Infantry : ITechno, INotifyPropertyChanged, ICloneable
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{
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public event PropertyChangedEventHandler PropertyChanged;
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public InfantryGroup InfantryGroup { get; set; }
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private InfantryType type;
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public InfantryType Type { get => type; set => SetField(ref type, value); }
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public ITechnoType TechnoType => type;
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private HouseType house;
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public HouseType House { get => house; set => SetField(ref house, value); }
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private int strength = 256;
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public int Strength { get => strength; set => SetField(ref strength, value); }
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private DirectionType direction;
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public DirectionType Direction { get => direction; set => SetField(ref direction, value); }
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private string mission;
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public string Mission { get => mission; set => SetField(ref mission, value); }
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private string trigger = Model.Trigger.None;
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public string Trigger { get => trigger; set => SetField(ref trigger, value); }
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public bool IsPreview { get; set; }
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public int DrawOrderCache { get; set; }
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public int DrawFrameCache { get; set; }
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public Infantry(InfantryGroup infantryGroup)
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{
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InfantryGroup = infantryGroup;
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}
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public override string ToString()
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{
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return Type?.Name ?? "Unknown";
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}
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public Infantry Clone()
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{
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Infantry clone = new Infantry(InfantryGroup);
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clone.CloneDataFrom(this);
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return clone;
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}
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public void CloneDataFrom(Infantry other)
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{
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Type = other.Type;
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House = other.House;
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Strength = other.Strength;
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Direction = other.Direction;
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Trigger = other.Trigger;
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Mission = other.Mission;
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DrawOrderCache = other.DrawOrderCache;
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}
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protected bool SetField<T>(ref T field, T value, [CallerMemberName] string propertyName = null)
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{
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if (EqualityComparer<T>.Default.Equals(field, value))
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{
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return false;
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}
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field = value;
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OnPropertyChanged(propertyName);
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return true;
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}
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protected void OnPropertyChanged(string propertyName) => PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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object ICloneable.Clone()
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{
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return Clone();
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}
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public Boolean DataEquals(Infantry other)
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{
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return this.Type == other.Type &&
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this.House == other.House &&
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this.Strength == other.Strength &&
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this.Direction == other.Direction &&
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this.Trigger == other.Trigger &&
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this.Mission == other.Mission;
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}
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}
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public class InfantryGroup : ICellOverlapper, ICellOccupier
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{
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private static readonly Point[] stoppingLocations = new Point[Globals.NumInfantryStops];
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public Rectangle OverlapBounds => new Rectangle(-1, -1, 3, 3);
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// Infantry groups never cover enough to be seen as obstructing view of what is under them.
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// Note that crates are a special case; they always see cells occupied by units as a reason to show an outline.
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public bool[,] OpaqueMask => new bool[1, 1] { { false } };
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public bool[,] OccupyMask => new bool[1, 1] { { true } };
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public bool[,] BaseOccupyMask => new bool[1, 1] { { true } };
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public int ZOrder => Globals.ZOrderDefault;
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public int DrawOrderCache { get; set; }
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public readonly Infantry[] Infantry = new Infantry[Globals.NumInfantryStops];
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static InfantryGroup()
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{
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stoppingLocations[(int)InfantryStoppingType.Center] = new Point(Globals.PixelWidth / 2, Globals.PixelHeight / 2);
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stoppingLocations[(int)InfantryStoppingType.UpperLeft] = new Point(Globals.PixelWidth / 4, Globals.PixelHeight / 4);
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stoppingLocations[(int)InfantryStoppingType.UpperRight] = new Point(3 * Globals.PixelWidth / 4, Globals.PixelHeight / 4);
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stoppingLocations[(int)InfantryStoppingType.LowerLeft] = new Point(Globals.PixelWidth / 4, 3 * Globals.PixelHeight / 4);
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stoppingLocations[(int)InfantryStoppingType.LowerRight] = new Point(3 * Globals.PixelWidth / 4, 3 * Globals.PixelHeight / 4);
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}
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public static IEnumerable<InfantryStoppingType> ClosestStoppingTypes(Point subPixel)
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{
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var stoppingDistances = new (InfantryStoppingType type, float dist)[stoppingLocations.Length];
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for (int i = 0; i < stoppingDistances.Length; ++i)
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{
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stoppingDistances[i] = ((InfantryStoppingType)i, new Vector2(subPixel.X - stoppingLocations[i].X, subPixel.Y - stoppingLocations[i].Y).LengthSquared());
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}
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return stoppingDistances.OrderBy(sd => sd.dist).Select(sd => sd.type);
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}
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public static InfantryStoppingType[] RenderOrder =
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{
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InfantryStoppingType.UpperRight,
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InfantryStoppingType.UpperLeft,
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InfantryStoppingType.Center,
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InfantryStoppingType.LowerRight,
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InfantryStoppingType.LowerLeft,
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};
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public static int RenderPriority(InfantryStoppingType ist)
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{
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return Enumerable.Range(0, RenderOrder.Length).Where(i => RenderOrder[i] == ist).FirstOrDefault();
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}
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public static Point RenderPosition(InfantryStoppingType ist, bool adjust)
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{
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// Start with center
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Point offset = new Point(Globals.PixelWidth / 2, Globals.PixelHeight / 2);
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// Spread out 4 points around center
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switch (ist)
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{
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case InfantryStoppingType.UpperLeft:
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offset.X -= Globals.PixelWidth / 4;
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offset.Y -= Globals.PixelHeight / 4;
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break;
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case InfantryStoppingType.UpperRight:
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offset.X += Globals.PixelWidth / 4;
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offset.Y -= Globals.PixelHeight / 4;
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break;
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case InfantryStoppingType.LowerLeft:
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offset.X -= Globals.PixelWidth / 4;
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offset.Y += Globals.PixelHeight / 4;
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break;
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case InfantryStoppingType.LowerRight:
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offset.X += Globals.PixelWidth / 4;
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offset.Y += Globals.PixelHeight / 4;
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break;
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case InfantryStoppingType.Center:
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break;
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}
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if (adjust)
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{
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// Add corrections to get feet locations. These values are experimental, from comparing the map editor to game screenshots.
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offset.X -= Globals.PixelWidth / 12; // X minus 2 pixels
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offset.Y += Globals.PixelHeight / 6; // Y plus 4 pixels
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}
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return offset;
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}
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private static readonly string[] StoppingTypeNames =
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{
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"Center",
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"Top left",
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"Top right",
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"Bottom left",
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"Bottom right"
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};
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public static String GetStoppingTypeName(InfantryStoppingType stopLocation)
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{
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int index = (int)stopLocation;
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if (index >= 0 && index < Enum.GetValues(typeof(InfantryStoppingType)).Length)
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{
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return StoppingTypeNames[index];
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}
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return null;
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}
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/// <summary>
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/// Gets the location of a specific object inside this infantry group's <see cref="Infantry"/> array.
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/// </summary>
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/// <param name="infantry">The infantry to look up.</param>
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/// <returns>The index of the given infantry object in the group.</returns>
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public int GetLocation(Infantry infantry)
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{
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int location = -1;
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if (infantry == null || infantry.InfantryGroup == null)
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{
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return location;
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}
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for (int i = 0; i < infantry.InfantryGroup.Infantry.Length; ++i)
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{
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if (ReferenceEquals(infantry.InfantryGroup.Infantry[i], infantry))
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{
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location = i;
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break;
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}
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}
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return location;
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}
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}
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}
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