Merge pull request #11638 from reaperrr/deprecate-IsWater-p1

Deprecate terrain IsWater check - Part 1
This commit is contained in:
Oliver Brakmann
2016-07-30 14:25:17 +02:00
committed by GitHub
3 changed files with 28 additions and 15 deletions

View File

@@ -134,6 +134,9 @@ namespace OpenRA.Mods.Common.AI
"Should match maximum adjacency of naval structures.")]
public readonly int CheckForWaterRadius = 8;
[Desc("Terrain types which are considered water for base building purposes.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
[Desc("Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.")]
public readonly WDist HarvesterEnemyAvoidanceRadius = WDist.FromCells(8);
@@ -323,14 +326,13 @@ namespace OpenRA.Mods.Common.AI
foreach (var b in baseProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
// TODO: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var countWaterCells = Map.FindTilesInCircle(b.Location, Info.MaxBaseRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(a => playerWorld.Map.GetTerrainInfo(a).IsWater))
.All(a => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(a).Type)))
.Count();
if (countWaterCells > 0)
@@ -348,14 +350,13 @@ namespace OpenRA.Mods.Common.AI
foreach (var a in areaProviders)
{
// TODO: Unhardcode terrain type
// TODO2: Properly check building foundation rather than 3x3 area
// TODO: Properly check building foundation rather than 3x3 area
var playerWorld = Player.World;
var adjacentWater = Map.FindTilesInCircle(a.Location, Info.CheckForWaterRadius)
.Where(c => playerWorld.Map.Contains(c)
&& playerWorld.Map.GetTerrainInfo(c).IsWater
&& Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(c).Type)
&& Util.AdjacentCells(playerWorld, Target.FromCell(playerWorld, c))
.All(b => playerWorld.Map.GetTerrainInfo(b).IsWater))
.All(ac => Info.WaterTerrainTypes.Contains(playerWorld.Map.GetTerrainInfo(ac).Type)))
.Count();
if (adjacentWater > 0)

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Effects;
using OpenRA.Traits;
@@ -32,6 +33,9 @@ namespace OpenRA.Mods.Common.Traits
[SequenceReference("Image")] public readonly string WaterCorpseSequence = null;
[PaletteReference] public readonly string WaterCorpsePalette = "effect";
[Desc("Terrain types on which to display WaterCorpseSequence.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
public readonly int FallRate = 13;
[UpgradeGrantedReference]
@@ -59,19 +63,23 @@ namespace OpenRA.Mods.Common.Traits
if (!info.KilledOnImpassableTerrain)
return;
if (positionable.CanEnterCell(self.Location, self))
var cell = self.Location;
if (self.World.Map.Contains(cell))
return;
if (ignore != null && self.World.ActorMap.GetActorsAt(self.Location).Any(a => a != ignore))
if (positionable.CanEnterCell(cell, self))
return;
var terrain = self.World.Map.GetTerrainInfo(self.Location);
if (ignore != null && self.World.ActorMap.GetActorsAt(cell).Any(a => a != ignore))
return;
var sound = terrain.IsWater ? info.WaterImpactSound : info.GroundImpactSound;
var onWater = info.WaterTerrainTypes.Contains(self.World.Map.GetTerrainInfo(cell).Type);
var sound = onWater ? info.WaterImpactSound : info.GroundImpactSound;
Game.Sound.Play(sound, self.CenterPosition);
var sequence = terrain.IsWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = terrain.IsWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
var sequence = onWater ? info.WaterCorpseSequence : info.GroundCorpseSequence;
var palette = onWater ? info.WaterCorpsePalette : info.GroundCorpsePalette;
if (sequence != null && palette != null)
self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(self.OccupiesSpace.CenterPosition, w, info.Image, sequence, palette)));

View File

@@ -24,6 +24,9 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Easteregg sequences to use in December.")]
public readonly string[] XmasImages = { };
[Desc("Terrain types on which to display WaterSequence.")]
public readonly HashSet<string> WaterTerrainTypes = new HashSet<string> { "Water" };
[SequenceReference] public readonly string IdleSequence = "idle";
[SequenceReference] public readonly string WaterSequence = null;
[SequenceReference] public readonly string LandSequence = null;
@@ -74,7 +77,8 @@ namespace OpenRA.Mods.Common.Traits.Render
void PlaySequence()
{
var sequence = self.World.Map.GetTerrainInfo(self.Location).IsWater ? info.WaterSequence : info.LandSequence;
var onWater = info.WaterTerrainTypes.Contains(self.World.Map.GetTerrainInfo(self.Location).Type);
var sequence = onWater ? info.WaterSequence : info.LandSequence;
if (!string.IsNullOrEmpty(sequence))
anim.PlayRepeating(sequence);
}