revamp ore growth for massive simplification - pure SeedsResource-based
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@@ -20,14 +20,15 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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class SeedsResourceInfo : ITraitInfo
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{
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public readonly float Chance = .05f;
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public readonly int Interval = 5;
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public readonly int Interval = 75;
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public readonly string ResourceType = "Ore";
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public readonly int MaxRange = 100;
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public object Create(Actor self) { return new SeedsResource(); }
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}
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@@ -50,14 +51,34 @@ namespace OpenRA.Traits
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var resLayer = self.World.WorldActor.traits.Get<ResourceLayer>();
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for (var j = -1; j < 2; j++)
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for (var i = -1; i < 2; i++)
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if (self.World.SharedRandom.NextDouble() < info.Chance)
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if (self.World.IsCellBuildable(self.Location + new int2(i, j), false))
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resLayer.AddResource(resourceType, self.Location.X + i, self.Location.Y + j, 1);
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var cell = RandomWalk(self.Location, self.World.SharedRandom)
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.Take(info.MaxRange)
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.SkipWhile(p => resLayer.GetResource(p) == resourceType && resLayer.IsFull(p.X, p.Y))
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.Cast<int2?>().FirstOrDefault();
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if (cell != null &&
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(resLayer.GetResource(cell.Value) == resourceType || resLayer.GetResource(cell.Value) == null) &&
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self.World.IsCellBuildable(cell.Value, false))
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resLayer.AddResource(resourceType, cell.Value.X, cell.Value.Y, 1);
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ticks = info.Interval;
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}
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}
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static IEnumerable<int2> RandomWalk(int2 p, Thirdparty.Random r)
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{
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for (; ; )
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{
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var dx = r.Next(-1, 2);
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var dy = r.Next(-1, 2);
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if (dx == 0 && dy == 0)
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continue;
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p.X += dx;
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p.Y += dy;
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yield return p;
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}
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}
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}
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}
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