Split tileset artwork loading out of TileSet.
This simplifies terrain loading and allows for non-square tiles in game. The editor still relies on the old code for now.
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@@ -69,12 +69,8 @@ namespace OpenRA.Mods.RA
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class Bridge: IRenderAsTerrain, INotifyDamageStateChanged
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{
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static string cachedTileset;
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static Cache<TileReference<ushort,byte>, Sprite> sprites;
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Dictionary<ushort, Dictionary<CPos, Sprite>> TileSprites = new Dictionary<ushort, Dictionary<CPos, Sprite>>();
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Dictionary<ushort, TileTemplate> Templates = new Dictionary<ushort, TileTemplate>();
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ushort currentTemplate;
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ushort template;
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Dictionary<CPos, byte> footprint;
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Actor self;
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BridgeInfo Info;
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@@ -91,38 +87,21 @@ namespace OpenRA.Mods.RA
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this.Type = self.Info.Name;
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}
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public void Create(ushort template, Dictionary<CPos, byte> subtiles)
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public void Create(ushort template, Dictionary<CPos, byte> footprint)
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{
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currentTemplate = template;
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// Create a new cache to store the tile data
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if (cachedTileset != self.World.Map.Tileset)
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{
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cachedTileset = self.World.Map.Tileset;
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var tileSize = new Size(Game.CellSize, Game.CellSize);
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sprites = new Cache<TileReference<ushort,byte>, Sprite>(
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x => Game.modData.SheetBuilder.Add(self.World.TileSet.GetBytes(x), tileSize));
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}
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// Cache templates and tiles for the different states
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foreach (var t in Info.Templates)
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{
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Templates.Add(t.First,self.World.TileSet.Templates[t.First]);
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TileSprites.Add(t.First, subtiles.ToDictionary(
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a => a.Key,
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a => sprites[new TileReference<ushort,byte>(t.First, (byte)a.Value)]));
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}
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this.template = template;
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this.footprint = footprint;
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// Set the initial custom terrain types
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foreach (var c in TileSprites[currentTemplate].Keys)
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foreach (var c in footprint.Keys)
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self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
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}
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public string GetTerrainType(CPos cell)
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string GetTerrainType(CPos cell)
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{
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var dx = cell - self.Location;
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var index = dx.X + Templates[currentTemplate].Size.X * dx.Y;
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return self.World.TileSet.GetTerrainType(new TileReference<ushort, byte>(currentTemplate,(byte)index));
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var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;
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return self.World.TileSet.GetTerrainType(new TileReference<ushort, byte>(template, (byte)index));
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}
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public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
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@@ -136,27 +115,39 @@ namespace OpenRA.Mods.RA
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public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
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{
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if (offset == null) return null;
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if (offset == null)
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return null;
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return bridges.GetBridge(self.Location + new CVec(offset[0], offset[1]));
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}
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bool initializePalettes = true;
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PaletteReference terrainPalette;
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IRenderable[] TemplateRenderables(WorldRenderer wr, PaletteReference palette, ushort template)
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{
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return footprint.Select(c => (IRenderable)(new SpriteRenderable(
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wr.Theater.TileSprite(new TileReference<ushort, byte>(template, c.Value)),
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c.Key.CenterPosition, WVec.Zero, 0, palette, 1f, true))).ToArray();
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}
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bool initialized;
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Dictionary<ushort, IRenderable[]> renderables;
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public IEnumerable<IRenderable> RenderAsTerrain(WorldRenderer wr, Actor self)
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{
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if (initializePalettes)
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if (!initialized)
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{
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terrainPalette = wr.Palette("terrain");
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initializePalettes = false;
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var palette = wr.Palette("terrain");
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renderables = new Dictionary<ushort, IRenderable[]>();
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foreach (var t in Info.Templates)
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renderables.Add(t.First, TemplateRenderables(wr, palette, t.First));
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initialized = true;
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}
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foreach (var t in TileSprites[currentTemplate])
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yield return new SpriteRenderable(t.Value, t.Key.CenterPosition, WVec.Zero, 0, terrainPalette, 1f, true);
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return renderables[template];
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}
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void KillUnitsOnBridge()
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{
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foreach (var c in TileSprites[currentTemplate].Keys)
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foreach (var c in footprint.Keys)
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foreach (var a in self.World.ActorMap.GetUnitsAt(c))
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if (a.HasTrait<IPositionable>() && !a.Trait<IPositionable>().CanEnterCell(c))
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a.Kill(self);
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@@ -208,21 +199,21 @@ namespace OpenRA.Mods.RA
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bool killedUnits = false;
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void UpdateState()
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{
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var oldTemplate = currentTemplate;
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var oldTemplate = template;
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currentTemplate = ChooseTemplate();
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if (currentTemplate == oldTemplate)
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template = ChooseTemplate();
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if (template == oldTemplate)
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return;
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// Update map
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foreach (var c in TileSprites[currentTemplate].Keys)
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foreach (var c in footprint.Keys)
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self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
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// If this bridge repair operation connects two pathfinding domains,
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// update the domain index.
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var domainIndex = self.World.WorldActor.TraitOrDefault<DomainIndex>();
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if (domainIndex != null)
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domainIndex.UpdateCells(self.World, TileSprites[currentTemplate].Keys);
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domainIndex.UpdateCells(self.World, footprint.Keys);
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if (LongBridgeSegmentIsDead() && !killedUnits)
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{
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