Add BuildableTerrainLayer and LaysTerrain traits.
This commit is contained in:
88
OpenRA.Mods.RA/Buildings/LaysTerrain.cs
Executable file
88
OpenRA.Mods.RA/Buildings/LaysTerrain.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public class LaysTerrainInfo : ITraitInfo, Requires<BuildingInfo>, Requires<RenderSpritesInfo>
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{
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[Desc("The terrain template to place. If the template is PickAny, then" +
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"the actor footprint will be filled with this tile.")]
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public readonly ushort Template = 0;
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[Desc("The terrain types that this template will be placed on")]
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public readonly string[] TerrainTypes = {};
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[Desc("Offset relative to the actor TopLeft. Not used if the template is PickAny")]
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public readonly CVec Offset = CVec.Zero;
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public object Create(ActorInitializer init) { return new LaysTerrain(init.self, this); }
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}
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public class LaysTerrain : INotifyAddedToWorld
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{
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readonly LaysTerrainInfo info;
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readonly BuildableTerrainLayer layer;
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readonly BuildingInfluence bi;
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readonly TileTemplate template;
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public LaysTerrain(Actor self, LaysTerrainInfo info)
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{
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this.info = info;
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layer = self.World.WorldActor.Trait<BuildableTerrainLayer>();
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bi = self.World.WorldActor.Trait<BuildingInfluence>();
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template = self.World.TileSet.Templates[info.Template];
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}
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public void AddedToWorld(Actor self)
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{
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if (template.PickAny)
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{
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// Fill the footprint with random variants
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foreach (var c in FootprintUtils.Tiles(self))
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{
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// Only place on allowed terrain types
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if (!info.TerrainTypes.Contains(self.World.GetTerrainType(c)))
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || self.World.Map.CustomTerrain[c.X, c.Y] != null)
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continue;
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var index = template.Tiles.Keys.Random(Game.CosmeticRandom);
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layer.AddTile(c, new TileReference<ushort, byte>(template.Id, index));
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}
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return;
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}
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var origin = self.Location + info.Offset;
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foreach (var i in template.Tiles.Keys)
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{
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var c = origin + new CVec(i % template.Size.X, i / template.Size.X);
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// Only place on allowed terrain types
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if (!info.TerrainTypes.Contains(self.World.GetTerrainType(c)))
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || self.World.Map.CustomTerrain[c.X, c.Y] != null)
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continue;
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layer.AddTile(c, new TileReference<ushort, byte>(template.Id, i));
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}
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}
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}
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}
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@@ -482,6 +482,8 @@
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<Compile Include="Widgets\Logic\GameTimerLogic.cs" />
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<Compile Include="Immobile.cs" />
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<Compile Include="Widgets\Logic\ReplayControlBarLogic.cs" />
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<Compile Include="World\BuildableTerrainLayer.cs" />
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<Compile Include="Buildings\LaysTerrain.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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82
OpenRA.Mods.RA/World/BuildableTerrainLayer.cs
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82
OpenRA.Mods.RA/World/BuildableTerrainLayer.cs
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@@ -0,0 +1,82 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class BuildableTerrainLayerInfo : TraitInfo<BuildableTerrainLayer> { }
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public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender
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{
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Dictionary<CPos, Sprite> tiles;
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Dictionary<CPos, Sprite> dirty;
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Theater theater;
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TileSet tileset;
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Map map;
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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theater = wr.Theater;
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tileset = w.TileSet;
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map = w.Map;
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tiles = new Dictionary<CPos, Sprite>();
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dirty = new Dictionary<CPos, Sprite>();
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}
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public void AddTile(CPos cell, TileReference<ushort, byte> tile)
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{
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map.CustomTerrain[cell.X, cell.Y] = tileset.GetTerrainType(tile);
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// Terrain tiles define their origin at the topleft
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var s = theater.TileSprite(tile);
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dirty[cell] = new Sprite(s.sheet, s.bounds, float2.Zero, s.channel, s.blendMode);
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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var remove = new List<CPos>();
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foreach (var kv in dirty)
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{
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if (!self.World.FogObscures(kv.Key))
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{
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tiles[kv.Key] = kv.Value;
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remove.Add(kv.Key);
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}
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}
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foreach (var r in remove)
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dirty.Remove(r);
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}
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public void Render(WorldRenderer wr)
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{
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var cliprect = wr.Viewport.CellBounds;
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var pal = wr.Palette("terrain");
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foreach (var kv in tiles)
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{
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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continue;
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if (wr.world.ShroudObscures(kv.Key))
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continue;
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new SpriteRenderable(kv.Value, kv.Key.CenterPosition,
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WVec.Zero, -511, pal, 1f, true).Render(wr);
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}
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}
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}
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}
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