{"action":"created","comment":{"url":"https://api.github.com/repos/OpenRA/OpenRA/pulls/comments/36914240","id":36914240,"diff_hunk":"@@ -0,0 +1,391 @@\n+﻿#region Copyright & License Information\n+/*\n+ * Copyright 2007-2015 The OpenRA Developers (see AUTHORS)\n+ * This file is part of OpenRA, which is free software. It is made\n+ * available to you under the terms of the GNU General Public License\n+ * as published by the Free Software Foundation. For more information,\n+ * see COPYING.\n+ */\n+#endregion\n+\n+using System;\n+using System.Collections.Generic;\n+using System.Drawing;\n+using System.Linq;\n+using OpenRA.Graphics;\n+using OpenRA.Traits;\n+\n+namespace OpenRA.Mods.Common.Traits\n+{\n+\t[Desc(\"Adds a particle-based overlay.\")]\n+\tpublic class WeatherOverlayInfo : ITraitInfo\n+\t{\n+\t\t[Desc(\"Factor for particle density. A smaller value increases the number of particles spawned.\")]\n+\t\tpublic readonly int ParticleDensityFactor = 1311;\n+\n+\t\t[Desc(\"The wind will change over time by the values of WindStrength, or just stick to the first value.\")]\n+\t\tpublic readonly bool ChangingWind = true;\n+\n+\t\t[Desc(\"Works only if ChangingWind is enabled. The values of the wind intensity and direction. \")]\n+\t\tpublic readonly int[] WindStrength = { -5, -3, -2, 0, 2, 3, 5 };\n+\n+\t\t[Desc(\"Works only if ChangingWind is enabled. Min. and max. ticks needed to change the wind. \")]\n+\t\tpublic readonly int[] WindTick = { 150, 750 };\n+\n+\t\t[Desc(\"The wind is fading softly from zero or instant.\")]\n+\t\tpublic readonly bool InstantWindChanges = false;\n+\n+\t\t[Desc(\"Particles are drawn with rectangles when enable, else with lines.\")]\n+\t\tpublic readonly bool RectOrLine = true;\n+\n+\t\t[Desc(\"Works only with rectangles enabled. Size min. and max. value.\")]\n+\t\tpublic readonly int[] PaticleSize = { 1, 3 };\n+\n+\t\t[Desc(\"Scatters falling direction on the x-axis . Scatter min. and max. value.\")]\n+\t\tpublic readonly int[] DirectionScatter = { -1, 1 };\n+\n+\t\t[Desc(\"The value that particles fall down. Gravity min. and max. value.\")]\n+\t\tpublic readonly int[] Gravity = { 100, 200 };\n+\n+\t\t[Desc(\"The current offset value for the swing movement. SwingOffset min. and max. value.\")]\n+\t\tpublic readonly int[] SwingOffset = { 10, 15 };\n+\n+\t\t[Desc(\"The value that particles swing to the side each update. SwingSpeed min. and max. value.\")]\n+\t\tpublic readonly int[] SwingSpeed = { 1, 25 };\n+\n+\t\t[Desc(\"The value range that can be swung to the left or right. SwingAmplitude min. and max. value.\")]\n+\t\tpublic readonly int[] SwingAmplitude = { 10, 15 };\n+\n+\t\t[Desc(\"The colors for the particles.\",\n+\t\t\t\"For snow and rain use the temperate.pal with an index of 128-131 and 164-167.\",\n+\t\t\t\"and for a sandstorm at Dune2k the d2k.pal with an index of 78, 82, 85, 89.\")]\n+\t\tpublic readonly Color[] ParticleColors = {\n+\t\t\tColor.FromArgb(255, 236, 236, 236),\n+\t\t\tColor.FromArgb(255, 228, 228, 228),\n+\t\t\tColor.FromArgb(255, 208, 208, 208),\n+\t\t\tColor.FromArgb(255, 188, 188, 188)\n+\t\t};\n+\n+\t\t[Desc(\"Works only with line enabled and will fade out the tail of the line.\")]\n+\t\tpublic readonly byte LineTailAlphaValue = 200;\n+\n+\t\tpublic object Create(ActorInitializer init) { return new WeatherOverlay(init.World, this); }\n+\t}\n+\n+\tpublic class WeatherOverlay : ITick, IPostRender\n+\t{\n+\t\treadonly WeatherOverlayInfo info;\n+\t\treadonly World world;\n+\t\tpublic struct Particle\n+\t\t{\n+\t\t\tpublic float PosX;\n+\t\t\tpublic float PosY;\n+\t\t\tpublic int Size;\n+\t\t\tpublic float DirectionScatterX;\n+\t\t\tpublic float Gravity;\n+\t\t\tpublic float SwingOffset;\n+\t\t\tpublic float SwingSpeed;\n+\t\t\tpublic bool SwingDirection;\n+\t\t\tpublic float SwingAmplitude;\n+\t\t\tpublic Color Color;\n+\t\t\tpublic Color TailColor;\n+\n+\t\t\tpublic Particle(\n+\t\t\t\tfloat posX,\n+\t\t\t\tfloat posY,\n+\t\t\t\tint size,\n+\t\t\t\tfloat directionScatterX,\n+\t\t\t\tfloat gravity,\n+\t\t\t\tfloat swingOffset,\n+\t\t\t\tfloat swingSpeed,\n+\t\t\t\tbool swingDirection,\n+\t\t\t\tfloat swingAmplitude,\n+\t\t\t\tColor color,\n+\t\t\t\tColor tailColor)\n+\t\t\t{\n+\t\t\t\tPosX = posX;\n+\t\t\t\tPosY = posY;\n+\t\t\t\tSize = size;\n+\t\t\t\tDirectionScatterX = directionScatterX;\n+\t\t\t\tGravity = gravity;\n+\t\t\t\tSwingOffset = swingOffset;\n+\t\t\t\tSwingSpeed = swingSpeed;\n+\t\t\t\tSwingDirection = swingDirection;\n+\t\t\t\tSwingAmplitude = swingAmplitude;\n+\t\t\t\tColor = color;\n+\t\t\t\tTailColor = tailColor;\n+\t\t\t}\n+\t\t}\n+\n+\t\tpublic List<Particle> ParticleList = new List<Particle>();\n+\t\tint maxParticleCount;\n+\n+\t\tenum ParticleCountFaderType { Hold, FadeIn, FadeOut }\n+\t\tParticleCountFaderType particleCountFader = ParticleCountFaderType.FadeIn;\n+\n+\t\tfloat targetWindXOffset = 0f;\n+\t\tfloat currentWindXOffset = 0f;\n+\t\tint currentWindIndex = 0;\n+\t\tlong windTickCountdown = 1500;\n+\t\tfloat2 antiScrollPrevTopLeft;\n+\n+\t\tpublic WeatherOverlay(World world, WeatherOverlayInfo info)\n+\t\t{\n+\t\t\tthis.info = info;\n+\t\t\tthis.world = world;\n+\t\t\tcurrentWindIndex = info.WindStrength.Length / 2;\n+\t\t\ttargetWindXOffset = info.WindStrength[0];\n+\t\t\tmaxParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);\n+\t\t}\n+\n+\t\tint CalculateParticleCount(int x, int y)\n+\t\t{\n+\t\t\tvar tempfactor = 0;\n+\t\t\tif (info.ParticleDensityFactor != 0)\n+\t\t\t\ttempfactor = info.ParticleDensityFactor;\n+\t\t\telse tempfactor = 1;\n+\n+\t\t\treturn (x * y) / tempfactor;\n+\t\t}\n+\n+\t\tvoid SpawnParticles(int count, int rangeY, int spawnChancePercent)\n+\t\t{\n+\t\t\tfor (int i = 0; i < count; i++)\n+\t\t\t{\n+\t\t\t\tif (Game.CosmeticRandom.Next(0, 101) <= spawnChancePercent)\n+\t\t\t\t{\n+\t\t\t\t\tvar tempColor = info.ParticleColors[Game.CosmeticRandom.Next(0, info.ParticleColors.Length / 4 + 1)];\n+\t\t\t\t\tvar tempColorTail = Color.FromArgb(info.LineTailAlphaValue, tempColor.R, tempColor.G, tempColor.B);\n+\t\t\t\t\tvar tempSwingDirection = Game.CosmeticRandom.Next(0, 2) == 0 ? true : false;\n+\n+\t\t\t\t\tParticleList.Add(\n+\t\t\t\t\t\tnew Particle(\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(0, Game.Renderer.Resolution.Width + 1),\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(0, rangeY + 1),\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(info.PaticleSize[0], info.PaticleSize[1] + 1),\n+\t\t\t\t\t\t\tinfo.DirectionScatter[0] + Game.CosmeticRandom.Next(0, info.DirectionScatter[1] - info.DirectionScatter[0] + 1),\n+\t\t\t\t\t\t\t(info.Gravity[0] + Game.CosmeticRandom.Next(0, info.Gravity[1] - info.Gravity[0] + 1)) / 100f,\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(info.SwingOffset[0], info.SwingOffset[1] + 1) / 10f,\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(info.SwingSpeed[0], info.SwingSpeed[1] + 1) / 1000f,\n+\t\t\t\t\t\t\ttempSwingDirection,\n+\t\t\t\t\t\t\tGame.CosmeticRandom.Next(info.SwingAmplitude[0], info.SwingAmplitude[1]) / 10f,\n+\t\t\t\t\t\t\ttempColor,\n+\t\t\t\t\t\t\ttempColorTail));\n+\t\t\t\t}\n+\t\t\t}\n+\t\t}\n+\n+\t\tvoid ParticlesCountLogic(WorldRenderer wr)\n+\t\t{\n+\t\t\t// Logic\n+\t\t\tif (particleCountFader == ParticleCountFaderType.FadeIn && ParticleList.Count >= maxParticleCount)\n+\t\t\t\tparticleCountFader = ParticleCountFaderType.Hold;\n+\t\t\telse if (particleCountFader == ParticleCountFaderType.FadeOut && ParticleList.Count == 0)\n+\t\t\t\tparticleCountFader = ParticleCountFaderType.Hold;\n+\n+\t\t\t// Do 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