Overhaul resource layer logic:
* ResourceType trait has been removed. * Simulation-related data is now defined on the ResourceLayer (which mods can subclass/replace). * Support non-money resources by moving the resource values to the PlayerResources trait. * Allow mods to disable the neighbour density override and instead always use the map-defined densities. * Allow mods to define their own resource placement logic (e.g. allow resources on slopes) by subclassing (Editor)ResourceLayer. * Improve ability to subclass/override ResourceRenderer by exposing more virtual methods.
This commit is contained in:
@@ -21,56 +21,97 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Visualizes the state of the `ResourceLayer`.", " Attach this to the world actor.")]
|
||||
public class ResourceRendererInfo : TraitInfo, Requires<IResourceLayerInfo>
|
||||
{
|
||||
[FieldLoader.Require]
|
||||
[Desc("Only render these ResourceType names.")]
|
||||
public readonly string[] RenderTypes = null;
|
||||
public class ResourceTypeInfo
|
||||
{
|
||||
[Desc("Sequence image that holds the different variants.")]
|
||||
public readonly string Image = "resources";
|
||||
|
||||
[FieldLoader.Require]
|
||||
[SequenceReference(nameof(Image))]
|
||||
[Desc("Randomly chosen image sequences.")]
|
||||
public readonly string[] Sequences = { };
|
||||
|
||||
[PaletteReference]
|
||||
[Desc("Palette used for rendering the resource sprites.")]
|
||||
public readonly string Palette = TileSet.TerrainPaletteInternalName;
|
||||
|
||||
[FieldLoader.Require]
|
||||
[Desc("Resource name used by tooltips.")]
|
||||
public readonly string Name = null;
|
||||
|
||||
public ResourceTypeInfo(MiniYaml yaml)
|
||||
{
|
||||
FieldLoader.Load(this, yaml);
|
||||
}
|
||||
}
|
||||
|
||||
[FieldLoader.LoadUsing(nameof(LoadResourceTypes))]
|
||||
public readonly Dictionary<string, ResourceTypeInfo> ResourceTypes = null;
|
||||
|
||||
// Copied from ResourceLayerInfo
|
||||
protected static object LoadResourceTypes(MiniYaml yaml)
|
||||
{
|
||||
var ret = new Dictionary<string, ResourceTypeInfo>();
|
||||
var resources = yaml.Nodes.FirstOrDefault(n => n.Key == "ResourceTypes");
|
||||
if (resources != null)
|
||||
foreach (var r in resources.Value.Nodes)
|
||||
ret[r.Key] = new ResourceTypeInfo(r.Value);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ResourceRenderer(init.Self, this); }
|
||||
}
|
||||
|
||||
public class ResourceRenderer : IResourceRenderer, IWorldLoaded, IRenderOverlay, ITickRender, INotifyActorDisposing
|
||||
{
|
||||
protected readonly IResourceLayer ResourceLayer;
|
||||
protected readonly CellLayer<RendererCellContents> RenderContent;
|
||||
protected readonly ResourceRendererInfo Info;
|
||||
protected readonly Dictionary<string, ResourceType> ResourceInfo;
|
||||
protected readonly IResourceLayer ResourceLayer;
|
||||
protected readonly CellLayer<RendererCellContents> RenderContents;
|
||||
protected readonly Dictionary<string, Dictionary<string, ISpriteSequence>> Variants = new Dictionary<string, Dictionary<string, ISpriteSequence>>();
|
||||
protected readonly World World;
|
||||
|
||||
readonly HashSet<CPos> dirty = new HashSet<CPos>();
|
||||
readonly Queue<CPos> cleanDirty = new Queue<CPos>();
|
||||
TerrainSpriteLayer shadowLayer;
|
||||
TerrainSpriteLayer spriteLayer;
|
||||
bool disposed;
|
||||
|
||||
public ResourceRenderer(Actor self, ResourceRendererInfo info)
|
||||
{
|
||||
Info = info;
|
||||
World = self.World;
|
||||
ResourceLayer = self.Trait<IResourceLayer>();
|
||||
ResourceLayer.CellChanged += AddDirtyCell;
|
||||
ResourceInfo = self.TraitsImplementing<ResourceType>()
|
||||
.ToDictionary(r => r.Info.Type, r => r);
|
||||
|
||||
RenderContent = new CellLayer<RendererCellContents>(self.World.Map);
|
||||
RenderContents = new CellLayer<RendererCellContents>(self.World.Map);
|
||||
}
|
||||
|
||||
void AddDirtyCell(CPos cell, string resourceType)
|
||||
{
|
||||
if (resourceType == null || Info.RenderTypes.Contains(resourceType))
|
||||
if (resourceType == null || Info.ResourceTypes.ContainsKey(resourceType))
|
||||
dirty.Add(cell);
|
||||
}
|
||||
|
||||
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
|
||||
protected virtual void WorldLoaded(World w, WorldRenderer wr)
|
||||
{
|
||||
foreach (var resourceType in ResourceInfo.Values)
|
||||
var sequences = w.Map.Rules.Sequences;
|
||||
foreach (var kv in Info.ResourceTypes)
|
||||
{
|
||||
var resourceInfo = kv.Value;
|
||||
var resourceVariants = resourceInfo.Sequences
|
||||
.ToDictionary(v => v, v => sequences.GetSequence(resourceInfo.Image, v));
|
||||
Variants.Add(kv.Key, resourceVariants);
|
||||
|
||||
if (spriteLayer == null)
|
||||
{
|
||||
var first = resourceType.Variants.First().Value.GetSprite(0);
|
||||
var first = resourceVariants.First().Value.GetSprite(0);
|
||||
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
|
||||
spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
|
||||
}
|
||||
|
||||
if (shadowLayer == null)
|
||||
{
|
||||
var firstWithShadow = resourceType.Variants.Values.FirstOrDefault(v => v.ShadowStart > 0);
|
||||
var firstWithShadow = resourceVariants.Values.FirstOrDefault(v => v.ShadowStart > 0);
|
||||
if (firstWithShadow != null)
|
||||
{
|
||||
var first = firstWithShadow.GetShadow(0, WAngle.Zero);
|
||||
@@ -80,30 +121,36 @@ namespace OpenRA.Mods.Common.Traits
|
||||
}
|
||||
|
||||
// All resources must share a blend mode
|
||||
var sprites = resourceType.Variants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
|
||||
var sprites = resourceVariants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
|
||||
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
|
||||
throw new InvalidDataException("Resource sprites specify different blend modes. "
|
||||
+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
|
||||
}
|
||||
|
||||
// Initialize the RenderContent with the initial map state
|
||||
// because the shroud may not be enabled.
|
||||
// Initialize the RenderContent with the initial map state so it is visible
|
||||
// through the fog with the Explored Map option enabled
|
||||
foreach (var cell in w.Map.AllCells)
|
||||
{
|
||||
var type = ResourceLayer.GetResource(cell).Type;
|
||||
if (type != null && Info.RenderTypes.Contains(type))
|
||||
var resource = ResourceLayer.GetResource(cell);
|
||||
var rendererCellContents = CreateRenderCellContents(wr, resource, cell);
|
||||
if (rendererCellContents.Type != null)
|
||||
{
|
||||
var resourceContent = ResourceLayer.GetResource(cell);
|
||||
if (!ResourceInfo.TryGetValue(resourceContent.Type, out var resourceType))
|
||||
continue;
|
||||
|
||||
var rendererCellContents = new RendererCellContents(ChooseRandomVariant(resourceType), resourceType, resourceContent.Density);
|
||||
RenderContent[cell] = rendererCellContents;
|
||||
RenderContents[cell] = rendererCellContents;
|
||||
UpdateRenderedSprite(cell, rendererCellContents);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { WorldLoaded(w, wr); }
|
||||
|
||||
protected RendererCellContents CreateRenderCellContents(WorldRenderer wr, ResourceLayerContents contents, CPos cell)
|
||||
{
|
||||
if (contents.Type != null && contents.Density > 0 && Info.ResourceTypes.TryGetValue(contents.Type, out var resourceInfo))
|
||||
return new RendererCellContents(contents.Type, contents.Density, resourceInfo, ChooseVariant(contents.Type, cell), wr.Palette(resourceInfo.Palette));
|
||||
|
||||
return RendererCellContents.Empty;
|
||||
}
|
||||
|
||||
protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
|
||||
{
|
||||
// resource.Type is meaningless (and may be null) if resource.Sequence is null
|
||||
@@ -132,27 +179,21 @@ namespace OpenRA.Mods.Common.Traits
|
||||
if (!ResourceLayer.IsVisible(cell))
|
||||
continue;
|
||||
|
||||
var resourceContent = ResourceLayer.GetResource(cell);
|
||||
if (resourceContent.Density > 0)
|
||||
var rendererCellContents = RendererCellContents.Empty;
|
||||
var contents = ResourceLayer.GetResource(cell);
|
||||
if (contents.Density > 0)
|
||||
{
|
||||
var cellContents = RenderContent[cell];
|
||||
var resourceData = ResourceInfo[resourceContent.Type];
|
||||
var variant = cellContents.Variant;
|
||||
if (cellContents.Variant == null || cellContents.Type.Info.Type != resourceContent.Type)
|
||||
variant = ChooseRandomVariant(resourceData);
|
||||
rendererCellContents = RenderContents[cell];
|
||||
|
||||
var rendererCellContents = new RendererCellContents(variant, resourceData, resourceContent.Density);
|
||||
RenderContent[cell] = rendererCellContents;
|
||||
|
||||
UpdateRenderedSprite(cell, rendererCellContents);
|
||||
}
|
||||
else
|
||||
{
|
||||
var rendererCellContents = RendererCellContents.Empty;
|
||||
RenderContent[cell] = rendererCellContents;
|
||||
UpdateRenderedSprite(cell, rendererCellContents);
|
||||
// Contents are the same, so just update the density
|
||||
if (rendererCellContents.Type == contents.Type)
|
||||
rendererCellContents = new RendererCellContents(rendererCellContents, contents.Density);
|
||||
else
|
||||
rendererCellContents = CreateRenderCellContents(wr, contents, cell);
|
||||
}
|
||||
|
||||
RenderContents[cell] = rendererCellContents;
|
||||
UpdateRenderedSprite(cell, rendererCellContents);
|
||||
cleanDirty.Enqueue(cell);
|
||||
}
|
||||
|
||||
@@ -162,28 +203,17 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
protected virtual void UpdateRenderedSprite(CPos cell, RendererCellContents content)
|
||||
{
|
||||
var density = content.Density;
|
||||
var type = content.Type;
|
||||
if (content.Density > 0)
|
||||
{
|
||||
// The call chain for this method (that starts with AddDirtyCell()) guarantees
|
||||
// that the new content type would still be suitable for this renderer,
|
||||
// but that is a bit too fragile to rely on in case the code starts changing.
|
||||
if (!Info.RenderTypes.Contains(type.Info.Type))
|
||||
return;
|
||||
|
||||
var sprites = type.Variants[content.Variant];
|
||||
var maxDensity = type.Info.MaxDensity;
|
||||
var frame = int2.Lerp(0, sprites.Length - 1, density, maxDensity);
|
||||
|
||||
UpdateSpriteLayers(cell, sprites, frame, type.Palette);
|
||||
var maxDensity = ResourceLayer.GetMaxDensity(content.Type);
|
||||
var frame = int2.Lerp(0, content.Sequence.Length - 1, content.Density, maxDensity);
|
||||
UpdateSpriteLayers(cell, content.Sequence, frame, content.Palette);
|
||||
}
|
||||
else
|
||||
UpdateSpriteLayers(cell, null, 0, null);
|
||||
}
|
||||
|
||||
bool disposed;
|
||||
void INotifyActorDisposing.Disposing(Actor self)
|
||||
protected virtual void Disposing(Actor self)
|
||||
{
|
||||
if (disposed)
|
||||
return;
|
||||
@@ -196,16 +226,18 @@ namespace OpenRA.Mods.Common.Traits
|
||||
disposed = true;
|
||||
}
|
||||
|
||||
protected virtual string ChooseRandomVariant(ResourceType t)
|
||||
void INotifyActorDisposing.Disposing(Actor self) { Disposing(self); }
|
||||
|
||||
protected virtual ISpriteSequence ChooseVariant(string resourceType, CPos cell)
|
||||
{
|
||||
return t.Variants.Keys.Random(Game.CosmeticRandom);
|
||||
return Variants[resourceType].Values.Random(World.LocalRandom);
|
||||
}
|
||||
|
||||
protected virtual string GetRenderedResourceType(CPos cell) { return RenderContent[cell].Type.Info.Type; }
|
||||
protected virtual string GetRenderedResourceType(CPos cell) { return RenderContents[cell].Type; }
|
||||
|
||||
protected virtual string GetRenderedResourceTooltip(CPos cell) { return RenderContent[cell].Type?.Info.Name; }
|
||||
protected virtual string GetRenderedResourceTooltip(CPos cell) { return RenderContents[cell].Info?.Name; }
|
||||
|
||||
IEnumerable<string> IResourceRenderer.ResourceTypes => ResourceInfo.Keys;
|
||||
IEnumerable<string> IResourceRenderer.ResourceTypes => Info.ResourceTypes.Keys;
|
||||
|
||||
string IResourceRenderer.GetRenderedResourceType(CPos cell) { return GetRenderedResourceType(cell); }
|
||||
|
||||
@@ -213,13 +245,16 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
IEnumerable<IRenderable> IResourceRenderer.RenderUIPreview(WorldRenderer wr, string resourceType, int2 origin, float scale)
|
||||
{
|
||||
if (!ResourceInfo.TryGetValue(resourceType, out var resourceInfo))
|
||||
if (!Variants.TryGetValue(resourceType, out var variant))
|
||||
yield break;
|
||||
|
||||
var sequence = resourceInfo.Variants.First().Value;
|
||||
if (!Info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
|
||||
yield break;
|
||||
|
||||
var sequence = variant.First().Value;
|
||||
var sprite = sequence.GetSprite(sequence.Length - 1);
|
||||
var shadow = sequence.GetShadow(sequence.Length - 1, WAngle.Zero);
|
||||
var palette = resourceInfo.Palette;
|
||||
var palette = wr.Palette(resourceInfo.Palette);
|
||||
|
||||
if (shadow != null)
|
||||
yield return new UISpriteRenderable(shadow, WPos.Zero, origin, 0, palette, scale);
|
||||
@@ -229,14 +264,17 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
IEnumerable<IRenderable> IResourceRenderer.RenderPreview(WorldRenderer wr, string resourceType, WPos origin)
|
||||
{
|
||||
if (!ResourceInfo.TryGetValue(resourceType, out var resourceInfo))
|
||||
if (!Variants.TryGetValue(resourceType, out var variant))
|
||||
yield break;
|
||||
|
||||
var sequence = resourceInfo.Variants.First().Value;
|
||||
if (!Info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
|
||||
yield break;
|
||||
|
||||
var sequence = variant.First().Value;
|
||||
var sprite = sequence.GetSprite(sequence.Length - 1);
|
||||
var shadow = sequence.GetShadow(sequence.Length - 1, WAngle.Zero);
|
||||
var alpha = sequence.GetAlpha(sequence.Length - 1);
|
||||
var palette = resourceInfo.Palette;
|
||||
var palette = wr.Palette(resourceInfo.Palette);
|
||||
var tintModifiers = sequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
|
||||
|
||||
if (shadow != null)
|
||||
@@ -247,17 +285,30 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public readonly struct RendererCellContents
|
||||
{
|
||||
public readonly string Variant;
|
||||
public readonly ResourceType Type;
|
||||
public readonly string Type;
|
||||
public readonly ResourceRendererInfo.ResourceTypeInfo Info;
|
||||
public readonly ISpriteSequence Sequence;
|
||||
public readonly PaletteReference Palette;
|
||||
public readonly int Density;
|
||||
|
||||
public static readonly RendererCellContents Empty = default;
|
||||
|
||||
public RendererCellContents(string variant, ResourceType type, int density)
|
||||
public RendererCellContents(string resourceType, int density, ResourceRendererInfo.ResourceTypeInfo info, ISpriteSequence sequence, PaletteReference palette)
|
||||
{
|
||||
Variant = variant;
|
||||
Type = type;
|
||||
Type = resourceType;
|
||||
Density = density;
|
||||
Info = info;
|
||||
Sequence = sequence;
|
||||
Palette = palette;
|
||||
}
|
||||
|
||||
public RendererCellContents(RendererCellContents contents, int density)
|
||||
{
|
||||
Type = contents.Type;
|
||||
Density = density;
|
||||
Info = contents.Info;
|
||||
Sequence = contents.Sequence;
|
||||
Palette = contents.Palette;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user