Reimplement ICustomTerrain with far less bs

This commit is contained in:
Paul Chote
2010-06-25 19:26:08 +12:00
parent 29fa9e3aeb
commit 00b91bd7ad
8 changed files with 61 additions and 113 deletions

View File

@@ -21,6 +21,7 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
@@ -126,14 +127,10 @@ namespace OpenRA.Mods.RA
self.Health = (int)(self.GetMaxHP() * template.HP);
}
public float GetCost(int2 p, UnitMovementType umt)
public string GetTerrainType(int2 cell)
{
return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetCost(umt);
}
public float GetSpeedModifier(int2 p, UnitMovementType umt)
{
return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetSpeedModifier(umt);
// Ugly hack until terraintypes are converted from enums
return Enum.GetName( typeof(TerrainType), Templates[state].TerrainType[Tiles[cell]]);
}
static bool IsIntact(Bridge b)

View File

@@ -27,10 +27,10 @@ namespace OpenRA.Mods.RA
{
class BridgeLayerInfo : TraitInfo<BridgeLayer> { }
class BridgeLayer : ILoadWorldHook, ICustomTerrain
class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
{
// for tricky things like bridges.
Bridge[,] customTerrain;
Bridge[,] bridges;
void MakeBridges(World w)
{
@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA
ConvertBridgeToActor(w, i, j);
foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
b.FinalizeBridges(w, customTerrain);
b.FinalizeBridges(w, bridges);
}
void ConvertBridgeToActor(World w, int i, int j)
@@ -84,30 +84,19 @@ namespace OpenRA.Mods.RA
var br = a.traits.Get<Bridge>();
foreach (var t in replacedTiles.Keys)
customTerrain[t.X, t.Y] = br;
bridges[t.X, t.Y] = br;
br.SetTiles(w, template, replacedTiles);
}
}
public float GetCost(int2 p, Actor forActor)
public string GetTerrainType(int2 cell)
{
// Todo: Do we even need to reenable this since cost = 100% for everything?
//var umt = forActor.traits.Get<Mobile>().GetMovementType();
//if (customTerrain[p.X, p.Y] != null)
// return customTerrain[p.X,p.Y].GetCost(p,umt);
return 1f;
if (bridges[ cell.X, cell.Y ] != null)
return bridges[ cell.X, cell.Y ].GetTerrainType(cell);
return null;
}
public float GetSpeedModifier(int2 p, Actor forActor)
{
// Todo: Do we even need to reenable this since cost = 100% for everything?
//var umt = forActor.traits.Get<Mobile>().GetMovementType();
//if (customTerrain[p.X, p.Y] != null)
// return customTerrain[p.X,p.Y].GetSpeedModifier(p,umt);
return 1f;
}
static bool IsBridge(World w, ushort t)
{
return w.TileSet.walk[t].Bridge != null;
@@ -115,7 +104,7 @@ namespace OpenRA.Mods.RA
public void WorldLoaded(World w)
{
customTerrain = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
MakeBridges(w);
}
}