Move ShroudPalette, ShroudRenderer and StartGameNotification to Common
Move World into Traits folder
This commit is contained in:
302
OpenRA.Mods.Common/Traits/World/ShroudRenderer.cs
Normal file
302
OpenRA.Mods.Common/Traits/World/ShroudRenderer.cs
Normal file
@@ -0,0 +1,302 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common
|
||||
{
|
||||
public class ShroudRendererInfo : ITraitInfo
|
||||
{
|
||||
public readonly string Sequence = "shroud";
|
||||
public readonly string[] ShroudVariants = new[] { "shroud" };
|
||||
public readonly string[] FogVariants = new[] { "fog" };
|
||||
|
||||
public readonly string ShroudPalette = "shroud";
|
||||
public readonly string FogPalette = "fog";
|
||||
|
||||
[Desc("Bitfield of shroud directions for each frame. Lower four bits are",
|
||||
"corners clockwise from TL; upper four are edges clockwise from top")]
|
||||
public readonly int[] Index = new[] { 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 };
|
||||
|
||||
[Desc("Use the upper four bits when calculating frame")]
|
||||
public readonly bool UseExtendedIndex = false;
|
||||
|
||||
[Desc("Override for source art that doesn't define a fully shrouded tile")]
|
||||
public readonly string OverrideFullShroud = null;
|
||||
public readonly int OverrideShroudIndex = 15;
|
||||
|
||||
[Desc("Override for source art that doesn't define a fully fogged tile")]
|
||||
public readonly string OverrideFullFog = null;
|
||||
public readonly int OverrideFogIndex = 15;
|
||||
|
||||
public readonly BlendMode ShroudBlend = BlendMode.Alpha;
|
||||
public object Create(ActorInitializer init) { return new ShroudRenderer(init.world, this); }
|
||||
}
|
||||
|
||||
public class ShroudRenderer : IRenderShroud, IWorldLoaded
|
||||
{
|
||||
[Flags]
|
||||
enum Edges : byte
|
||||
{
|
||||
None = 0,
|
||||
TopLeft = 0x01,
|
||||
TopRight = 0x02,
|
||||
BottomRight = 0x04,
|
||||
BottomLeft = 0x08,
|
||||
AllCorners = TopLeft | TopRight | BottomRight | BottomLeft,
|
||||
TopSide = 0x10,
|
||||
RightSide = 0x20,
|
||||
BottomSide = 0x40,
|
||||
LeftSide = 0x80,
|
||||
AllSides = TopSide | RightSide | BottomSide | LeftSide,
|
||||
Top = TopSide | TopLeft | TopRight,
|
||||
Right = RightSide | TopRight | BottomRight,
|
||||
Bottom = BottomSide | BottomRight | BottomLeft,
|
||||
Left = LeftSide | TopLeft | BottomLeft,
|
||||
All = Top | Right | Bottom | Left
|
||||
}
|
||||
|
||||
struct ShroudTile
|
||||
{
|
||||
public readonly float2 ScreenPosition;
|
||||
public readonly byte Variant;
|
||||
|
||||
public Sprite Fog;
|
||||
public Sprite Shroud;
|
||||
|
||||
public ShroudTile(float2 screenPosition, byte variant)
|
||||
{
|
||||
ScreenPosition = screenPosition;
|
||||
Variant = variant;
|
||||
|
||||
Fog = null;
|
||||
Shroud = null;
|
||||
}
|
||||
}
|
||||
|
||||
readonly ShroudRendererInfo info;
|
||||
readonly Sprite[] shroudSprites, fogSprites;
|
||||
readonly byte[] spriteMap;
|
||||
readonly CellLayer<ShroudTile> tiles;
|
||||
readonly byte variantStride;
|
||||
readonly Map map;
|
||||
readonly Edges notVisibleEdges;
|
||||
|
||||
bool clearedForNullShroud;
|
||||
int lastShroudHash;
|
||||
CellRegion updatedRegion;
|
||||
|
||||
PaletteReference fogPalette, shroudPalette;
|
||||
|
||||
public ShroudRenderer(World world, ShroudRendererInfo info)
|
||||
{
|
||||
if (info.ShroudVariants.Length != info.FogVariants.Length)
|
||||
throw new ArgumentException("ShroudRenderer must define the same number of shroud and fog variants!", "info");
|
||||
|
||||
if ((info.OverrideFullFog == null) ^ (info.OverrideFullShroud == null))
|
||||
throw new ArgumentException("ShroudRenderer cannot define overrides for only one of shroud or fog!", "info");
|
||||
|
||||
if (info.ShroudVariants.Length > byte.MaxValue)
|
||||
throw new ArgumentException("ShroudRenderer cannot define this many shroud and fog variants.", "info");
|
||||
|
||||
if (info.Index.Length >= byte.MaxValue)
|
||||
throw new ArgumentException("ShroudRenderer cannot define this many indexes for shroud directions.", "info");
|
||||
|
||||
this.info = info;
|
||||
map = world.Map;
|
||||
|
||||
tiles = new CellLayer<ShroudTile>(map);
|
||||
|
||||
// Load sprite variants
|
||||
var variantCount = info.ShroudVariants.Length;
|
||||
variantStride = (byte)(info.Index.Length + (info.OverrideFullShroud != null ? 1 : 0));
|
||||
shroudSprites = new Sprite[variantCount * variantStride];
|
||||
fogSprites = new Sprite[variantCount * variantStride];
|
||||
|
||||
for (var j = 0; j < variantCount; j++)
|
||||
{
|
||||
var shroud = map.SequenceProvider.GetSequence(info.Sequence, info.ShroudVariants[j]);
|
||||
var fog = map.SequenceProvider.GetSequence(info.Sequence, info.FogVariants[j]);
|
||||
for (var i = 0; i < info.Index.Length; i++)
|
||||
{
|
||||
shroudSprites[j * variantStride + i] = shroud.GetSprite(i);
|
||||
fogSprites[j * variantStride + i] = fog.GetSprite(i);
|
||||
}
|
||||
|
||||
if (info.OverrideFullShroud != null)
|
||||
{
|
||||
var i = (j + 1) * variantStride - 1;
|
||||
shroudSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullShroud).GetSprite(0);
|
||||
fogSprites[i] = map.SequenceProvider.GetSequence(info.Sequence, info.OverrideFullFog).GetSprite(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Mapping of shrouded directions -> sprite index
|
||||
spriteMap = new byte[(byte)(info.UseExtendedIndex ? Edges.All : Edges.AllCorners) + 1];
|
||||
for (var i = 0; i < info.Index.Length; i++)
|
||||
spriteMap[info.Index[i]] = (byte)i;
|
||||
|
||||
if (info.OverrideFullShroud != null)
|
||||
spriteMap[info.OverrideShroudIndex] = (byte)(variantStride - 1);
|
||||
|
||||
notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
|
||||
}
|
||||
|
||||
Edges GetEdges(CPos p, Func<CPos, bool> isVisible)
|
||||
{
|
||||
if (!isVisible(p))
|
||||
return notVisibleEdges;
|
||||
|
||||
// If a side is shrouded then we also count the corners
|
||||
var u = Edges.None;
|
||||
if (!isVisible(p + new CVec(0, -1))) u |= Edges.Top;
|
||||
if (!isVisible(p + new CVec(1, 0))) u |= Edges.Right;
|
||||
if (!isVisible(p + new CVec(0, 1))) u |= Edges.Bottom;
|
||||
if (!isVisible(p + new CVec(-1, 0))) u |= Edges.Left;
|
||||
|
||||
var ucorner = u & Edges.AllCorners;
|
||||
if (!isVisible(p + new CVec(-1, -1))) u |= Edges.TopLeft;
|
||||
if (!isVisible(p + new CVec(1, -1))) u |= Edges.TopRight;
|
||||
if (!isVisible(p + new CVec(1, 1))) u |= Edges.BottomRight;
|
||||
if (!isVisible(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
|
||||
|
||||
// RA provides a set of frames for tiles with shrouded
|
||||
// corners but unshrouded edges. We want to detect this
|
||||
// situation without breaking the edge -> corner enabling
|
||||
// in other combinations. The XOR turns off the corner
|
||||
// bits that are enabled twice, which gives the behavior
|
||||
// we want here.
|
||||
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
|
||||
}
|
||||
|
||||
Edges GetObserverEdges(CPos p)
|
||||
{
|
||||
var u = Edges.None;
|
||||
if (!map.Contains(p + new CVec(0, -1))) u |= Edges.Top;
|
||||
if (!map.Contains(p + new CVec(1, 0))) u |= Edges.Right;
|
||||
if (!map.Contains(p + new CVec(0, 1))) u |= Edges.Bottom;
|
||||
if (!map.Contains(p + new CVec(-1, 0))) u |= Edges.Left;
|
||||
|
||||
var ucorner = u & Edges.AllCorners;
|
||||
if (!map.Contains(p + new CVec(-1, -1))) u |= Edges.TopLeft;
|
||||
if (!map.Contains(p + new CVec(1, -1))) u |= Edges.TopRight;
|
||||
if (!map.Contains(p + new CVec(1, 1))) u |= Edges.BottomRight;
|
||||
if (!map.Contains(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
|
||||
|
||||
return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
{
|
||||
// Initialize tile cache
|
||||
// Adds a 1-cell border around the border to cover any sprites peeking outside the map
|
||||
foreach (var cell in CellRegion.Expand(w.Map.Cells, 1))
|
||||
{
|
||||
var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
|
||||
var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
|
||||
tiles[cell] = new ShroudTile(screen, variant);
|
||||
|
||||
// Set the cells outside the border so they don't need to be touched again
|
||||
if (!map.Contains(cell))
|
||||
{
|
||||
var shroudTile = tiles[cell];
|
||||
shroudTile.Shroud = GetTile(shroudSprites, notVisibleEdges, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
|
||||
fogPalette = wr.Palette(info.FogPalette);
|
||||
shroudPalette = wr.Palette(info.ShroudPalette);
|
||||
}
|
||||
|
||||
Sprite GetTile(Sprite[] sprites, Edges edges, int variant)
|
||||
{
|
||||
if (edges == Edges.None)
|
||||
return null;
|
||||
|
||||
return sprites[variant * variantStride + spriteMap[(byte)edges]];
|
||||
}
|
||||
|
||||
void Update(Shroud shroud, CellRegion region)
|
||||
{
|
||||
if (shroud != null)
|
||||
{
|
||||
// If the current shroud hasn't changed and we have already updated the specified area, we don't need to do anything.
|
||||
if (lastShroudHash == shroud.Hash && !clearedForNullShroud && updatedRegion != null && updatedRegion.Contains(region))
|
||||
return;
|
||||
|
||||
lastShroudHash = shroud.Hash;
|
||||
clearedForNullShroud = false;
|
||||
updatedRegion = region;
|
||||
UpdateShroud(shroud);
|
||||
}
|
||||
else if (!clearedForNullShroud)
|
||||
{
|
||||
// We need to clear any applied shroud.
|
||||
clearedForNullShroud = true;
|
||||
updatedRegion = new CellRegion(map.TileShape, new CPos(0, 0), new CPos(-1, -1));
|
||||
UpdateNullShroud();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateShroud(Shroud shroud)
|
||||
{
|
||||
var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
|
||||
var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
|
||||
foreach (var cell in updatedRegion)
|
||||
{
|
||||
var shrouded = GetEdges(cell, visibleUnderShroud);
|
||||
var fogged = GetEdges(cell, visibleUnderFog);
|
||||
var shroudTile = tiles[cell];
|
||||
var variant = shroudTile.Variant;
|
||||
shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
|
||||
shroudTile.Fog = GetTile(fogSprites, fogged, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateNullShroud()
|
||||
{
|
||||
foreach (var cell in map.Cells)
|
||||
{
|
||||
var edges = GetObserverEdges(cell);
|
||||
var shroudTile = tiles[cell];
|
||||
var variant = shroudTile.Variant;
|
||||
shroudTile.Shroud = GetTile(shroudSprites, edges, variant);
|
||||
shroudTile.Fog = GetTile(fogSprites, edges, variant);
|
||||
tiles[cell] = shroudTile;
|
||||
}
|
||||
}
|
||||
|
||||
public void RenderShroud(WorldRenderer wr, Shroud shroud)
|
||||
{
|
||||
Update(shroud, wr.Viewport.VisibleCells);
|
||||
|
||||
foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
|
||||
{
|
||||
var t = tiles[cell];
|
||||
|
||||
if (t.Shroud != null)
|
||||
{
|
||||
var pos = t.ScreenPosition - 0.5f * t.Shroud.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Shroud, pos, shroudPalette);
|
||||
}
|
||||
|
||||
if (t.Fog != null)
|
||||
{
|
||||
var pos = t.ScreenPosition - 0.5f * t.Fog.size;
|
||||
Game.Renderer.WorldSpriteRenderer.DrawSprite(t.Fog, pos, fogPalette);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user