Reimplement ICustomTerrain with far less bs
This commit is contained in:
@@ -165,30 +165,40 @@ namespace OpenRA.Traits
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if (!self.World.Map.IsInMap(cell.X,cell.Y))
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return float.PositiveInfinity;
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var type = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[cell.X, cell.Y]);
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return (float)TerrainCost[type]*
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self.World.WorldActor.traits.WithInterface<ICustomTerrain>()
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.Select(t => t.GetCost(cell, self))
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.Product();
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// Custom terrain types don't stack: pick one
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var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
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.Where( t => t.GetTerrainType(cell) != null )
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.Select( t => t.GetTerrainType(cell) )
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.FirstOrDefault();
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// Todo: Hack this until i finish migrating TerrainType to a string
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var type = (customTerrain != null) ? (TerrainType)Enum.Parse(typeof(TerrainType), customTerrain) : self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[cell.X, cell.Y]);
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var additionalCost = self.World.WorldActor.traits.WithInterface<ITerrainCost>()
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.Select( t => t.GetTerrainCost(cell, self) ).Sum();
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return TerrainCost[type] + additionalCost;
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}
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public virtual float MovementSpeedForCell(Actor self, int2 cell)
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{
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var unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
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if( unitInfo == null || !self.World.Map.IsInMap(cell.X,cell.Y))
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if( unitInfo == null )
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return 0f;
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var type = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[cell.X, cell.Y]);
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var terrain = TerrainSpeed[type]*self.World.WorldActor.traits
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.WithInterface<ICustomTerrain>()
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.Select(t => t.GetSpeedModifier(self.Location, self))
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.Product();
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// Custom terrain types don't stack: pick one
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var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
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.Where( t => t.GetTerrainType(cell) != null )
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.Select( t => t.GetTerrainType(cell) )
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.FirstOrDefault();
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// Todo: Hack this until i finish migrating TerrainType to a string
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var type = (customTerrain != null) ? (TerrainType)Enum.Parse(typeof(TerrainType), customTerrain) : self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[cell.X, cell.Y]);
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var modifier = self.traits
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.WithInterface<ISpeedModifier>()
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.Select(t => t.GetSpeedModifier())
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.Product();
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return unitInfo.Speed * terrain * modifier;
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return unitInfo.Speed * TerrainSpeed[type] * modifier;
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}
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public IEnumerable<float2> GetCurrentPath(Actor self)
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@@ -57,11 +57,8 @@ namespace OpenRA.Traits
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public interface IProvideHazard { IEnumerable<HazardLayer.Hazard> HazardCells(Actor self); }
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public interface IAvoidHazard { string Type { get; } }
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public interface ICustomTerrain
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{
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float GetCost(int2 p, Actor forActor);
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float GetSpeedModifier(int2 p, Actor forActor);
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}
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public interface ITerrainTypeModifier { string GetTerrainType(int2 cell); }
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public interface ITerrainCost { float GetTerrainCost(int2 cell, Actor forActor); }
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public interface IDisable { bool Disabled { get; } }
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@@ -31,14 +31,13 @@ namespace OpenRA.Traits
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public object Create( ActorInitializer init ) { return new HazardLayer( init.world ); }
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}
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public class HazardLayer : ICustomTerrain
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public class HazardLayer : ITerrainCost
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{
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List<Pair<Actor, Hazard>>[,] hazards;
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Map map;
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public HazardLayer( World world )
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{
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//System.Console.WriteLine("Created HazardLayer");
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map = world.Map;
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hazards = new List<Pair<Actor, Hazard>>[world.Map.MapSize.X, world.Map.MapSize.Y];
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for (int i = 0; i < world.Map.MapSize.X; i++)
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@@ -48,30 +47,21 @@ namespace OpenRA.Traits
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world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IProvideHazard>() );
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}
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public float GetSpeedModifier(int2 p, Actor forActor)
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public float GetTerrainCost(int2 p, Actor forActor)
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{
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return 1f;
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}
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public float GetCost(int2 p, Actor forActor)
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{
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//System.Console.WriteLine("GetCost for {0}", forActor.Info.Name);
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var avoid = forActor.traits.WithInterface<IAvoidHazard>().Select(h => h.Type).ToList();
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var intensity = hazards[p.X,p.Y].Aggregate(1f,(a,b) => a + (avoid.Contains(b.Second.type) ? b.Second.intensity : 0f));
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//System.Console.WriteLine("Avoid {0} cost {1}", avoid.Aggregate("",(a,b) => a+","+b), intensity);
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var intensity = hazards[p.X,p.Y].Where(a => avoid.Contains(a.Second.type))
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.Select(b => b.Second.intensity)
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.Sum();
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return intensity;
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}
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public void Add( Actor self, IProvideHazard hazard )
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{
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//System.Console.WriteLine("Adding hazard {0}", self.Info.Name);
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foreach( var h in hazard.HazardCells(self) )
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{
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// System.Console.WriteLine("\t{0} {1} {2}", h.location, h.type, h.intensity);
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hazards[h.location.X, h.location.Y].Add(Pair.New(self, h));
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}
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}
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@@ -23,12 +23,13 @@ using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.GameRules;
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using System.Drawing;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class ResourceLayerInfo : TraitInfo<ResourceLayer> { }
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook, ICustomTerrain
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook, ITerrainTypeModifier
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{
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SpriteRenderer sr;
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World world;
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@@ -93,28 +94,14 @@ namespace OpenRA.Traits
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content[x, y].density = GetIdealDensity(x, y);
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}
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public float GetSpeedModifier(int2 p, Actor forActor)
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public string GetTerrainType(int2 cell)
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{
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if (content[p.X,p.Y].type == null)
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return 1.0f;
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if (content[cell.X,cell.Y].type == null)
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return null;
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// Todo: Reenable based off something that isn't umt
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return 1f;
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//return content[p.X,p.Y].type.GetSpeedModifier(umt);
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return content[cell.X,cell.Y].type.info.TerrainType;
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}
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public float GetCost(int2 p, Actor forActor)
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{
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if (content[p.X,p.Y].type == null)
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return 1.0f;
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// Todo: Reenable based off something that isn't umt
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return 1f;
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//return content[p.X,p.Y].type.GetCost(umt);
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}
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Sprite[] ChooseContent(ResourceType t)
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{
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return t.info.Sprites[world.SharedRandom.Next(t.info.Sprites.Length)];
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@@ -32,9 +32,7 @@ namespace OpenRA.Traits
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public readonly int ValuePerUnit = 0;
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public readonly string Name = null;
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public readonly string MovementTerrainType = null;
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public readonly string PathingTerrainType = null;
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public readonly string TerrainType = null;
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public Sprite[][] Sprites;
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@@ -44,32 +42,9 @@ namespace OpenRA.Traits
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public class ResourceType
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{
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public ResourceTypeInfo info;
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float[] movementSpeed = new float[5];
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float[] pathCost = new float[5];
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public ResourceType(ResourceTypeInfo info)
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{
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++ )
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{
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// HACK: hardcode "ore" terraintype for now
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movementSpeed[(int)umt] = (info.MovementTerrainType != null) ? (float)Rules.TerrainTypes[TerrainType.Ore].GetSpeedModifier(umt) : 1.0f;
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pathCost[(int)umt] = (info.PathingTerrainType != null) ? (float)Rules.TerrainTypes[TerrainType.Ore].GetCost(umt)
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: (info.MovementTerrainType != null) ? (float)Rules.TerrainTypes[TerrainType.Ore].GetCost(umt) : 1.0f;
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}
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movementSpeed[(int)UnitMovementType.Fly] = 1.0f;
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pathCost[(int)UnitMovementType.Fly] = 1.0f;
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this.info = info;
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}
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public float GetSpeedModifier(UnitMovementType umt)
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{
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return movementSpeed[(int)umt];
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}
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public float GetCost(UnitMovementType umt)
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{
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return pathCost[(int)umt];
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}
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}
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}
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@@ -62,18 +62,21 @@ namespace OpenRA.Traits
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return self.World.WorldActor.traits.Get<AircraftInfluence>().GetUnitsAt(p).Count() == 0;
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}
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public override float MovementCostForCell(Actor self, int2 cell)
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public virtual float MovementCostForCell(Actor self, int2 cell)
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{
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if (!self.World.Map.IsInMap(cell.X,cell.Y))
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return float.PositiveInfinity;
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return self.World.WorldActor.traits.WithInterface<ICustomTerrain>().Aggregate(1f, (a, x) => a * x.GetCost(cell,self));
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var additionalCost = self.World.WorldActor.traits.WithInterface<ITerrainCost>()
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.Select( t => t.GetTerrainCost(cell, self) ).Sum();
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return additionalCost;
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}
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public override float MovementSpeedForCell(Actor self, int2 cell)
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public virtual float MovementSpeedForCell(Actor self, int2 cell)
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{
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var unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
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if( unitInfo == null || !self.World.Map.IsInMap(cell.X,cell.Y))
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if( unitInfo == null )
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return 0f;
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var modifier = self.traits
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@@ -82,7 +85,7 @@ namespace OpenRA.Traits
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.Product();
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return unitInfo.Speed * modifier;
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}
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public override IEnumerable<int2> OccupiedCells()
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{
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// Todo: do the right thing when landed
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@@ -21,6 +21,7 @@
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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@@ -126,14 +127,10 @@ namespace OpenRA.Mods.RA
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self.Health = (int)(self.GetMaxHP() * template.HP);
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}
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public float GetCost(int2 p, UnitMovementType umt)
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public string GetTerrainType(int2 cell)
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{
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetCost(umt);
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}
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public float GetSpeedModifier(int2 p, UnitMovementType umt)
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{
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetSpeedModifier(umt);
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// Ugly hack until terraintypes are converted from enums
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return Enum.GetName( typeof(TerrainType), Templates[state].TerrainType[Tiles[cell]]);
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}
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static bool IsIntact(Bridge b)
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@@ -27,10 +27,10 @@ namespace OpenRA.Mods.RA
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{
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class BridgeLayerInfo : TraitInfo<BridgeLayer> { }
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class BridgeLayer : ILoadWorldHook, ICustomTerrain
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class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
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{
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// for tricky things like bridges.
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Bridge[,] customTerrain;
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Bridge[,] bridges;
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void MakeBridges(World w)
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{
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA
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ConvertBridgeToActor(w, i, j);
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foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
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b.FinalizeBridges(w, customTerrain);
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b.FinalizeBridges(w, bridges);
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}
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void ConvertBridgeToActor(World w, int i, int j)
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@@ -84,30 +84,19 @@ namespace OpenRA.Mods.RA
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var br = a.traits.Get<Bridge>();
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foreach (var t in replacedTiles.Keys)
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customTerrain[t.X, t.Y] = br;
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bridges[t.X, t.Y] = br;
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br.SetTiles(w, template, replacedTiles);
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}
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}
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public float GetCost(int2 p, Actor forActor)
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public string GetTerrainType(int2 cell)
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{
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// Todo: Do we even need to reenable this since cost = 100% for everything?
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//if (customTerrain[p.X, p.Y] != null)
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// return customTerrain[p.X,p.Y].GetCost(p,umt);
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return 1f;
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if (bridges[ cell.X, cell.Y ] != null)
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return bridges[ cell.X, cell.Y ].GetTerrainType(cell);
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return null;
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}
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public float GetSpeedModifier(int2 p, Actor forActor)
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{
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// Todo: Do we even need to reenable this since cost = 100% for everything?
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//if (customTerrain[p.X, p.Y] != null)
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// return customTerrain[p.X,p.Y].GetSpeedModifier(p,umt);
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return 1f;
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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@@ -115,7 +104,7 @@ namespace OpenRA.Mods.RA
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public void WorldLoaded(World w)
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{
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customTerrain = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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MakeBridges(w);
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}
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}
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