added ResourceType; mostly works, except for growth & consumption

This commit is contained in:
Chris Forbes
2010-03-02 21:55:32 +13:00
parent 45a4fa110e
commit 2c50d3baa7
8 changed files with 98 additions and 82 deletions

View File

@@ -18,7 +18,6 @@
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
@@ -26,23 +25,18 @@ namespace OpenRA.Traits
{
class ResourceLayerInfo : ITraitInfo
{
public readonly string[] SpriteNames = { };
public readonly int[] OverlayIndices = { };
public readonly string Palette = "terrain";
public object Create(Actor self) { return new ResourceLayer(self, this); }
public object Create(Actor self) { return new ResourceLayer(self); }
}
class ResourceLayer : IRenderOverlay, ILoadWorldHook
{
ResourceLayerInfo info;
Sprite[][] sprites;
CellContents[,] content = new CellContents[128,128];
SpriteRenderer sr;
public ResourceLayer(Actor self, ResourceLayerInfo info)
public ResourceTypeInfo[] resourceTypes;
public CellContents[,] content = new CellContents[128, 128];
public ResourceLayer(Actor self)
{
this.info = info;
sprites = info.SpriteNames.Select( f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
sr = new SpriteRenderer( Game.renderer, true );
}
@@ -55,10 +49,12 @@ namespace OpenRA.Traits
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
{
if (!shroud.IsExplored(new int2(x, y))) continue;
if (content[x, y].contents != null)
sr.DrawSprite(content[x, y].contents[content[x, y].density],
var c = content[x, y];
if (c.image != null)
sr.DrawSprite(c.image[c.density],
Game.CellSize * new int2(x, y),
info.Palette);
c.type.Palette);
}
sr.Flush();
@@ -66,22 +62,47 @@ namespace OpenRA.Traits
public void WorldLoaded(World w)
{
resourceTypes = w.WorldActor.Info.Traits.WithInterface<ResourceTypeInfo>().ToArray();
foreach (var rt in resourceTypes)
rt.Sprites = rt.SpriteNames.Select(a => SpriteSheetBuilder.LoadAllSprites(a)).ToArray();
var map = w.Map;
for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
if (info.OverlayIndices.Contains(w.Map.MapTiles[x, y].overlay))
content[x, y].contents = ChooseContent(w, w.Map.MapTiles[x, y].overlay);
{
content[x,y].type = resourceTypes.FirstOrDefault(
r => r.Overlays.Contains(w.Map.MapTiles[x, y].overlay));
if (content[x, y].type != null)
content[x, y].image = ChooseContent(w, content[x, y].type);
}
for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
if (content[x, y].type != null)
content[x, y].density = (GetAdjacentCellsWith(content[x, y].type, x, y) *
content[x, y].image.Length) / 9;
}
Sprite[] ChooseContent(World w, int overlay)
public Sprite[] ChooseContent(World w, ResourceTypeInfo info)
{
return sprites[w.SharedRandom.Next(sprites.Length)];
return info.Sprites[w.SharedRandom.Next(info.Sprites.Length)];
}
public int GetAdjacentCellsWith(ResourceTypeInfo info, int i, int j)
{
int sum = 0;
for (var u = -1; u < 2; u++)
for (var v = -1; v < 2; v++)
if (content[i+u, j+v].type == info)
++sum;
return sum;
}
public struct CellContents
{
public Sprite[] contents;
public ResourceTypeInfo type;
public Sprite[] image;
public int density;
}
}