ore is now in openra.game
This commit is contained in:
@@ -23,33 +23,6 @@ namespace OpenRa.FileFormats
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public readonly TileReference[ , ] MapTiles = new TileReference[ 128, 128 ];
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public readonly List<TreeReference> Trees = new List<TreeReference>();
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public static bool[] overlayIsFence =
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{
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true, true, true, true, true,
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false, false, false, false,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, true, true,
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};
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public static bool[] overlayIsOre =
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{
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false, false, false, false, false,
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true, true, true, true,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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public static bool[] overlayIsGems =
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{
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false, false, false, false, false,
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false, false, false, false,
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true, true, true, true,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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static string Truncate( string s, int maxLength )
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{
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return s.Length <= maxLength ? s : s.Substring(0,maxLength );
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@@ -78,118 +51,6 @@ namespace OpenRa.FileFormats
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UnpackTileData(ReadPackedSection(file.GetSection("MapPack")));
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UnpackOverlayData(ReadPackedSection(file.GetSection("OverlayPack")));
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ReadTrees(file);
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InitOreDensity();
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}
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IEnumerable<int2> AdjacentTiles(int2 p)
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{
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for (var u = -1; u < 2; u++)
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for (var v = -1; v < 2; v++)
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yield return new int2(u, v) + p;
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}
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byte GetOreDensity(int i, int j)
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{
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// perf fix. it's ugly, i know :(
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int sum = 0;
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for( var u = -1 ; u < 2 ; u++ )
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for( var v = -1 ; v < 2 ; v++ )
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if( ContainsOre( i + u, j + v ) )
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++sum;
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sum = sum * 3 / 2;
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if( sum > 11 )
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return 11;
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return (byte)sum;
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}
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byte GetGemDensity(int i, int j)
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{
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return (byte)Math.Min(2, (AdjacentTiles(new int2(i, j)).Sum(
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p => ContainsGem(p.X, p.Y) ? 1 : 0) / 3));
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}
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void InitOreDensity()
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{
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for( int j = 0; j < 128; j++ )
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for (int i = 0; i < 128; i++)
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{
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if (ContainsOre(i,j)) MapTiles[i, j].density = GetOreDensity(i, j);
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if (ContainsGem(i,j)) MapTiles[i,j].density = GetGemDensity(i,j);
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}
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}
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bool HasOverlay(int i, int j)
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{
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return MapTiles[i, j].overlay < overlayIsOre.Length;
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}
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bool ContainsOre(int i, int j)
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{
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return HasOverlay(i,j) && overlayIsOre[MapTiles[i,j].overlay];
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}
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bool ContainsGem(int i, int j)
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{
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return HasOverlay(i, j) && overlayIsGems[MapTiles[i, j].overlay];
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}
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public bool ContainsResource(int2 p) { return ContainsGem(p.X,p.Y) || ContainsOre(p.X, p.Y); }
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const float oreRate = .02f;
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const float gemRate = .01f;
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public bool Harvest(int2 p, out bool isGems) /* harvests one unit if possible */
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{
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isGems = ContainsGem(p.X, p.Y);
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if (MapTiles[p.X, p.Y].density == 0) return false;
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if (--MapTiles[p.X, p.Y].density == 0)
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MapTiles[p.X, p.Y].overlay = 0xff;
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return true;
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}
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byte ore = 5;
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byte ChooseOre()
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{
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if (++ore > 8) ore = 5;
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return ore;
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}
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public void GrowOre( Func<int2, bool> canSpreadIntoCell, Random r ) /* todo: deal with ore pits */
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{
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/* phase 1: grow into neighboring regions */
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var newOverlay = new byte[128, 128];
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var mini = this.XOffset;
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var minj = this.YOffset;
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var maxi = this.XOffset + Width;
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var maxj = this.YOffset + Height;
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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{
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newOverlay[i,j] = 0xff;
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if (!HasOverlay(i, j) && r.NextDouble() < oreRate && GetOreDensity(i, j) > 0 && canSpreadIntoCell(new int2(i, j))
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)
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newOverlay[i, j] = ChooseOre();
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}
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (newOverlay[i, j] != 0xff)
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MapTiles[i, j].overlay = newOverlay[i, j];
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/* phase 2: increase density of existing areas */
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var newDensity = new byte[128, 128];
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (ContainsOre(i, j)) newDensity[i,j] = GetOreDensity(i, j);
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (MapTiles[i, j].density < newDensity[i, j])
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++MapTiles[i, j].density;
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}
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static MemoryStream ReadPackedSection(IniSection mapPackSection)
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@@ -116,7 +116,7 @@ namespace OpenRa.Game
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}
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}
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var halfStrength = unitInfo.Strength / 2;
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var halfStrength = unitInfo.Strength * Rules.General.ConditionYellow;
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if (Health < halfStrength && (Health + damage) >= halfStrength)
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{
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/* we just went below half health! */
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@@ -51,6 +51,7 @@ namespace OpenRa.Game
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var mapFile = new IniFile(FileSystem.Open(mapName));
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map = new Map(mapFile);
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map.InitOreDensity();
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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129
OpenRa.Game/GameRules/GeneralInfo.cs
Normal file
129
OpenRa.Game/GameRules/GeneralInfo.cs
Normal file
@@ -0,0 +1,129 @@
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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 System.Text;
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namespace OpenRa.Game.GameRules
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{
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class GeneralInfo
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{
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/* Crates */
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public readonly int CrateMinimum;
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public readonly int CrateMaximum;
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public readonly float CrateRadius;
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public readonly float CrateRegen;
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public readonly string UnitCrateType; /* =none, if any */
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public readonly float WaterCrateChance;
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public readonly int SoloCrateMoney;
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public readonly string SilverCrate; /* solo play crate contents */
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public readonly string WaterCrate;
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public readonly string WoodCrate;
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/* Special Weapons */
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public readonly int ChronoDuration;
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public readonly bool ChronoKillCargo;
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public readonly int ChronoTechLevel;
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public readonly int GPSTechLevel;
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public readonly int GapRadius;
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public readonly float GapRegenInterval;
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public readonly float IronCurtain; /* minutes */
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public readonly int ParaTech;
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public readonly int ParabombTech;
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public readonly int RadarJamRadius;
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public readonly int SpyPlaneTech;
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public readonly int BadgerBombCount;
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/* Chrono Side Effects */
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public readonly float QuakeChance;
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public readonly float QuakeDamage; /* percent */
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public readonly float VortexChance;
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public readonly int VortexDamage;
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public readonly int VortexRange;
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public readonly int VortexSpeed;
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/* Repair & Refit */
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public readonly float RefundPercent;
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public readonly float ReloadRate;
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public readonly float RepairPercent;
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public readonly float RepairRate;
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public readonly int RepairStep;
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public readonly float URepairPercent;
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public readonly int URepairStep;
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/* Combat & Damage */
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public readonly float TurboBoost;
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public readonly int APMineDamage;
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public readonly int AVMineDamage;
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public readonly int AtomDamage;
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public readonly float BallisticScatter;
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public readonly int BridgeStrength;
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public readonly float C4Delay;
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public readonly float Crush;
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public readonly float ExpSpread;
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public readonly int FireSupress;
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public readonly float HomingScatter;
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public readonly int MaxDamage;
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public readonly int MinDamage;
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public readonly bool OreExplosive;
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public readonly bool PlayerAutoCrush;
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public readonly bool PlayerReturnFire;
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public readonly bool PlayerScatter;
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public readonly float ProneDamage;
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public readonly bool TreeTargeting;
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public readonly int Incoming;
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/* Income & Production */
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public readonly int BailCount;
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public readonly float BuildSpeed;
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public readonly float BuildupTime;
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public readonly int GemValue;
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public readonly int GoldValue;
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public readonly float GrowthRate;
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public readonly bool OreGrows;
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public readonly bool OreSpreads;
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public readonly float OreTruckRate;
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public readonly bool SeparateAircraft;
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public readonly float SurvivorRate;
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/* Audo/Visual Map Controls */
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public readonly bool AllyReveal;
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public readonly float ConditionRed;
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public readonly float ConditionYellow;
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public readonly int DropZoneRadius;
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public readonly bool EnemyHealth;
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public readonly int Gravity;
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public readonly float IdleActionFrequency;
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public readonly float MessageDelay;
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public readonly float MovieTime;
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public readonly bool NamedCivilians;
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public readonly float SavourDelay;
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public readonly int ShroudRate;
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public readonly int SpeakDelay;
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public readonly int TimerWarning;
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public readonly bool FlashLowPower;
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/* Computer & Movement Controls */
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public readonly bool CurleyShuffle;
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public readonly float BaseBias;
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public readonly float BaseDefenseDelay;
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public readonly float CloseEnough;
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public readonly int DamageDelay;
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public readonly int GameSpeeBias;
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public readonly int LZScanRadius;
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public readonly bool MineAware;
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public readonly float Stray;
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public readonly float SubmergeDelay;
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public readonly float SuspendDelay;
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public readonly int SuspendPriority;
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public readonly float TeamDelay;
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/* Misc */
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public readonly bool FineDiffControl;
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public readonly bool MCVUndeploy;
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/* OpenRA-specific */
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public readonly float OreChance; /* chance of spreading to a
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* particular eligible cell */
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}
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}
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@@ -16,6 +16,7 @@ namespace OpenRa.Game
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public static InfoLoader<WeaponInfo> WeaponInfo;
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public static InfoLoader<WarheadInfo> WarheadInfo;
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public static InfoLoader<ProjectileInfo> ProjectileInfo;
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public static GeneralInfo General;
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public static TechTree TechTree;
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public static void LoadRules( string mapFileName )
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@@ -26,6 +27,9 @@ namespace OpenRa.Game
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FileSystem.Open( "units.ini" ),
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FileSystem.Open( "campaignUnits.ini" ) );
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General = new GeneralInfo();
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FieldLoader.Load(General, AllRules.GetSection("General"));
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LoadCategories(
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"Building",
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"Infantry",
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@@ -57,9 +57,9 @@ namespace OpenRa.Game.Graphics
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var location = new int2(x, y);
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var sprites = overlaySprites[o];
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var spriteIndex = 0;
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if (Map.overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
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else if (Map.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density;
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else if (Map.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density;
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if (Ore.overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
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else if (Ore.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density;
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else if (Ore.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density;
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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Game.CellSize * (float2)location, 0);
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}
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@@ -71,8 +71,8 @@ namespace OpenRa.Game.Graphics
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bool IsFence( int x, int y )
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{
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var o = map.MapTiles[ x, y ].overlay;
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if (o < Map.overlayIsFence.Length)
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return Map.overlayIsFence[o];
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if (o < Ore.overlayIsFence.Length)
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return Ore.overlayIsFence[o];
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return false;
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}
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@@ -106,9 +106,6 @@ namespace OpenRa.Game.Graphics
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Game.OreTime * 1000), new int2(5, 5), Color.White);
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}
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const float conditionYellow = 0.5f; /* todo: get these from gamerules */
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const float conditionRed = 0.25f;
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void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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{
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var center = selectedUnit.CenterLocation;
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@@ -136,8 +133,8 @@ namespace OpenRa.Game.Graphics
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lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)selectedUnit.Health / selectedUnit.unitInfo.Strength;
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var healthColor = (healthAmount < conditionRed) ? Color.Red
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: (healthAmount < conditionYellow) ? Color.Yellow
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var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
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: (healthAmount < Rules.General.ConditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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var healthColor2 = Color.FromArgb(
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@@ -74,8 +74,10 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="GameRules\GeneralInfo.cs" />
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<Compile Include="GameRules\TechTree.cs" />
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<Compile Include="OrderManager.cs" />
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<Compile Include="Ore.cs" />
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<Compile Include="Stopwatch.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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<Compile Include="Traits\Activities\Activity.cs" />
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158
OpenRa.Game/Ore.cs
Normal file
158
OpenRa.Game/Ore.cs
Normal file
@@ -0,0 +1,158 @@
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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 System.Text;
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using OpenRa.FileFormats;
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namespace OpenRa.Game
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{
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public static class Ore
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{
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/* todo: deal with ore pits */
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public static void GrowOre(this Map map,
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Func<int2, bool> canSpreadIntoCell, Random r)
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{
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var mini = map.XOffset; var maxi = map.XOffset + map.Width;
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var minj = map.YOffset; var maxj = map.YOffset + map.Height;
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var chance = Rules.General.OreChance;
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/* phase 1: grow into neighboring regions */
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if (Rules.General.OreSpreads)
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{
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var newOverlay = new byte[128, 128];
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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{
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newOverlay[i, j] = 0xff;
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if (!map.HasOverlay(i, j)
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&& r.NextDouble() < chance
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&& map.GetOreDensity(i, j) > 0
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&& canSpreadIntoCell(new int2(i, j)))
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newOverlay[i, j] = ChooseOre();
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}
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
|
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if (newOverlay[i, j] != 0xff)
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map.MapTiles[i, j].overlay = newOverlay[i, j];
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}
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/* phase 2: increase density of existing areas */
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if (Rules.General.OreGrows)
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{
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var newDensity = new byte[128, 128];
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (map.ContainsOre(i, j)) newDensity[i, j] = map.GetOreDensity(i, j);
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (map.MapTiles[i, j].density < newDensity[i, j])
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++map.MapTiles[i, j].density;
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}
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}
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public static void InitOreDensity( this Map map )
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{
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for (int j = 0; j < 128; j++)
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for (int i = 0; i < 128; i++)
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||||
{
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if (map.ContainsOre(i, j)) map.MapTiles[i, j].density = map.GetOreDensity(i, j);
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if (map.ContainsGem(i, j)) map.MapTiles[i, j].density = map.GetGemDensity(i, j);
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}
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||||
}
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||||
|
||||
static IEnumerable<int2> AdjacentTiles(int2 p)
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||||
{
|
||||
for (var u = -1; u < 2; u++)
|
||||
for (var v = -1; v < 2; v++)
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yield return new int2(u, v) + p;
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}
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||||
|
||||
static byte GetOreDensity(this Map map, int i, int j)
|
||||
{
|
||||
// perf fix. it's ugly, i know :(
|
||||
int sum = 0;
|
||||
for (var u = -1; u < 2; u++)
|
||||
for (var v = -1; v < 2; v++)
|
||||
if (map.ContainsOre(i + u, j + v))
|
||||
++sum;
|
||||
sum = sum * 3 / 2;
|
||||
if (sum > 11)
|
||||
return 11;
|
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return (byte)sum;
|
||||
}
|
||||
|
||||
static byte GetGemDensity(this Map map, int i, int j)
|
||||
{
|
||||
return (byte)Math.Min(2, (AdjacentTiles(new int2(i, j)).Sum(
|
||||
p => map.ContainsGem(p.X, p.Y) ? 1 : 0) / 3));
|
||||
}
|
||||
|
||||
public static bool HasOverlay(this Map map, int i, int j)
|
||||
{
|
||||
return map.MapTiles[i, j].overlay < overlayIsOre.Length;
|
||||
}
|
||||
|
||||
public static bool ContainsOre(this Map map, int i, int j)
|
||||
{
|
||||
return map.HasOverlay(i, j) && overlayIsOre[map.MapTiles[i, j].overlay];
|
||||
}
|
||||
|
||||
public static bool ContainsGem(this Map map, int i, int j)
|
||||
{
|
||||
return map.HasOverlay(i, j) && overlayIsGems[map.MapTiles[i, j].overlay];
|
||||
}
|
||||
|
||||
public static bool ContainsResource(this Map map, int2 p)
|
||||
{
|
||||
return map.ContainsGem(p.X, p.Y) || map.ContainsOre(p.X, p.Y);
|
||||
}
|
||||
|
||||
public static bool Harvest(this Map map, int2 p, out bool isGems) /* harvests one unit if possible */
|
||||
{
|
||||
isGems = map.ContainsGem(p.X, p.Y);
|
||||
if (map.MapTiles[p.X, p.Y].density == 0) return false;
|
||||
|
||||
if (--map.MapTiles[p.X, p.Y].density == 0)
|
||||
map.MapTiles[p.X, p.Y].overlay = 0xff;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static byte ore = 5;
|
||||
static byte ChooseOre()
|
||||
{
|
||||
if (++ore > 8) ore = 5;
|
||||
return ore;
|
||||
}
|
||||
|
||||
public static bool[] overlayIsFence =
|
||||
{
|
||||
true, true, true, true, true,
|
||||
false, false, false, false,
|
||||
false, false, false, false,
|
||||
false, false, false, false, false, false, false,
|
||||
false, false, false, true, true,
|
||||
};
|
||||
|
||||
public static bool[] overlayIsOre =
|
||||
{
|
||||
false, false, false, false, false,
|
||||
true, true, true, true,
|
||||
false, false, false, false,
|
||||
false, false, false, false, false, false, false,
|
||||
false, false, false, false, false,
|
||||
};
|
||||
|
||||
public static bool[] overlayIsGems =
|
||||
{
|
||||
false, false, false, false, false,
|
||||
false, false, false, false,
|
||||
true, true, true, true,
|
||||
false, false, false, false, false, false, false,
|
||||
false, false, false, false, false,
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user