Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes
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@@ -48,8 +48,7 @@ namespace OpenRA
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if (!world.Map.IsInMap(targetTile))
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return;
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// Todo: Unhardcode "Water" terraintype reference
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var isWater = world.GetTerrainType(targetTile) == "Water";
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var isWater = world.GetTerrainInfo(targetTile).IsWater;
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if (warhead.Explosion != 0)
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world.AddFrameEndTask(
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@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
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SpriteRenderer rgbaRenderer;
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LineRenderer lineRenderer;
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Sprite sprite;
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Bitmap terrain, oreLayer;
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Bitmap terrain, customLayer;
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Rectangle bounds;
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Sprite ownedSpawnPoint;
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@@ -74,7 +74,7 @@ namespace OpenRA.Graphics
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static Color shroudColor;
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public void InvalidateOre() { oreLayer = null; }
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public void InvalidateCustom() { customLayer = null; }
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public static Bitmap RenderTerrainBitmap(Map map, TileSet tileset)
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{
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@@ -92,28 +92,29 @@ namespace OpenRA.Graphics
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}
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public void Update()
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{
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{
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if (terrain == null)
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terrain = RenderTerrainBitmap(world.Map, world.TileSet);
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if (oreLayer == null)
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// Custom terrain layer
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if (customLayer == null)
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{
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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// This is an ugly hack
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Color oreColor = world.TileSet.Terrain["Ore"].Color;
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oreLayer = new Bitmap(terrain);
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customLayer = new Bitmap(terrain);
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for (var x = world.Map.TopLeft.X; x < world.Map.BottomRight.X; x++)
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for (var y = world.Map.TopLeft.Y; y < world.Map.BottomRight.Y; y++)
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if (res.GetResource(new int2(x,y)) != null)
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oreLayer.SetPixel(x, y, Color.FromArgb(alpha, oreColor));
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{
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var customTerrain = world.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
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.Select( t => t.GetTerrainType(new int2(x,y)) )
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.FirstOrDefault( t => t != null );
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if (customTerrain == null) continue;
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customLayer.SetPixel(x, y, Color.FromArgb(alpha, world.TileSet.Terrain[customTerrain].Color));
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}
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}
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if (!world.GameHasStarted || !world.Queries.OwnedBy[world.LocalPlayer].WithTrait<ProvidesRadar>().Any())
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return;
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var bitmap = new Bitmap(oreLayer);
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var bitmap = new Bitmap(customLayer);
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var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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@@ -135,11 +136,8 @@ namespace OpenRA.Graphics
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}
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var b = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(new int2(x, y));
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// This is an even worse hack than the ore!
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var treeColor = world.TileSet.Terrain["tree"].Color;
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if (b != null)
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*(c + (y * bitmapData.Stride >> 2) + x) =
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(b.Owner != null ? Color.FromArgb(alpha, b.Owner.Color) : Color.FromArgb(alpha, treeColor)).ToArgb();
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*(c + (y * bitmapData.Stride >> 2) + x) = Color.FromArgb(alpha, b.Owner.Color).ToArgb();
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}
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}
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@@ -144,6 +144,9 @@ namespace OpenRA.Traits
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var building = self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingBlocking(cell);
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if (building != null && building != ignoreActor)
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{
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if (Info.Crushes == null)
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return false;
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var crushable = building.traits.WithInterface<ICrushable>();
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if (crushable.Count() == 0)
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return false;
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@@ -164,7 +167,10 @@ namespace OpenRA.Traits
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if (shareable.Count() >= 5)
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return false;
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// We can enter a cell with nonshareable units if we can crush all of them
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// We can enter a cell with nonshareable units only if we can crush all of them
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if (Info.Crushes == null && nonshareable.Count() > 0)
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return false;
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if (nonshareable.Any(a => !(a.traits.Contains<ICrushable>() &&
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a.traits.WithInterface<ICrushable>().Any(b => b.CrushClasses.Intersect(Info.Crushes).Any()))))
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return false;
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@@ -191,11 +197,9 @@ namespace OpenRA.Traits
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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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.FirstOrDefault( t => t != null );
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// Todo: Hack this until i finish migrating TerrainType to a string
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var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
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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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@@ -211,11 +215,9 @@ namespace OpenRA.Traits
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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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.FirstOrDefault( t => t != null );
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// Todo: Hack this until i finish migrating TerrainType to a string
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var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
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var modifier = self.traits
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@@ -32,7 +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 TerrainType = null;
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public readonly string TerrainType = "Ore";
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public Sprite[][] Sprites;
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@@ -41,9 +41,8 @@ namespace OpenRA
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if (world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(a) != null) return false;
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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// Todo: Unhardcode "Water" terraintype reference
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if (waterBound)
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return world.Map.IsInMap(a.X,a.Y) && GetTerrainType(world,a) == "Water";
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return world.Map.IsInMap(a.X,a.Y) && GetTerrainInfo(world,a).IsWater;
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return world.Map.IsInMap(a.X, a.Y) && world.GetTerrainInfo(a).Buildable;
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}
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