Implement subterranean units.
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103
OpenRA.Mods.Common/Traits/World/SubterraneanActorLayer.cs
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103
OpenRA.Mods.Common/Traits/World/SubterraneanActorLayer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class SubterraneanActorLayerInfo : ITraitInfo
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{
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[Desc("Terrain type of the underground layer.")]
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public readonly string TerrainType = "Subterranean";
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[Desc("Height offset relative to the smoothed terrain for movement.")]
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public readonly WDist HeightOffset = -new WDist(2048);
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[Desc("Cell radius for smoothing adjacent cell heights.")]
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public readonly int SmoothingRadius = 2;
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public object Create(ActorInitializer init) { return new SubterraneanActorLayer(init.Self, this); }
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}
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public class SubterraneanActorLayer : ICustomMovementLayer
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{
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readonly Map map;
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readonly byte terrainIndex;
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readonly CellLayer<int> height;
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public SubterraneanActorLayer(Actor self, SubterraneanActorLayerInfo info)
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{
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map = self.World.Map;
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terrainIndex = self.World.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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height = new CellLayer<int>(map);
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foreach (var c in map.AllCells)
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{
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var neighbourCount = 0;
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var neighbourHeight = 0;
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for (var dy = -info.SmoothingRadius; dy <= info.SmoothingRadius; dy++)
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{
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for (var dx = -info.SmoothingRadius; dx <= info.SmoothingRadius; dx++)
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{
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var neighbour = c + new CVec(dx, dy);
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if (!map.AllCells.Contains(neighbour))
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continue;
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neighbourCount++;
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neighbourHeight += map.Height[neighbour];
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}
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}
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height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
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}
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}
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bool ICustomMovementLayer.EnabledForActor(ActorInfo a, MobileInfo mi) { return mi.Subterranean; }
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byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.Subterranean; } }
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bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return false; } }
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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var pos = map.CenterOfCell(cell);
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return pos + new WVec(0, 0, height[cell] - pos.Z);
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}
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bool ValidTransitionCell(CPos cell, MobileInfo mi)
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{
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var terrainType = map.GetTerrainInfo(cell).Type;
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if (!mi.SubterraneanTransitionTerrainTypes.Contains(terrainType) && mi.SubterraneanTransitionTerrainTypes.Any())
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return false;
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if (mi.SubterraneanTransitionOnRamps)
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return true;
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var tile = map.Tiles[cell];
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var ti = map.Rules.TileSet.GetTileInfo(tile);
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return ti == null || ti.RampType == 0;
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}
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int ICustomMovementLayer.EntryMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.SubterraneanTransitionCost : int.MaxValue;
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}
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int ICustomMovementLayer.ExitMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.SubterraneanTransitionCost : int.MaxValue;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndex;
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}
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}
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}
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