Move LaysTerrain functionality to D2kBuilding
This commit is contained in:
committed by
Matthias Mailänder
parent
6b2920cc91
commit
99ec119ffd
@@ -36,17 +36,27 @@ namespace OpenRA.Mods.D2k.Traits.Buildings
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[Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")]
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public readonly bool StartOnThreshold = true;
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[Desc("The terrain template to place when adding a concrete foundation. " +
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"If the template is PickAny, then the actor footprint will be filled with this tile.")]
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public readonly ushort ConcreteTemplate = 88;
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[Desc("List of required prerequisites to place a terrain template.")]
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public readonly string[] ConcretePrerequisites = { };
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public override object Create(ActorInitializer init) { return new D2kBuilding(init, this); }
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}
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public class D2kBuilding : Building, ITick, INotifyCreated
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{
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readonly D2kBuildingInfo info;
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BuildableTerrainLayer layer;
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IHealth health;
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int safeTiles;
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int totalTiles;
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int damageThreshold;
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int damageTicks;
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TechTree techTree;
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public D2kBuilding(ActorInitializer init, D2kBuildingInfo info)
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: base(init, info)
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@@ -57,12 +67,51 @@ namespace OpenRA.Mods.D2k.Traits.Buildings
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void INotifyCreated.Created(Actor self)
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{
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health = self.TraitOrDefault<IHealth>();
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layer = self.World.WorldActor.TraitOrDefault<BuildableTerrainLayer>();
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techTree = self.Owner.PlayerActor.TraitOrDefault<TechTree>();
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}
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protected override void AddedToWorld(Actor self)
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{
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base.AddedToWorld(self);
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if (layer != null && (!info.ConcretePrerequisites.Any() || techTree == null || techTree.HasPrerequisites(info.ConcretePrerequisites)))
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{
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var map = self.World.Map;
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var template = map.Rules.TileSet.Templates[info.ConcreteTemplate];
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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 info.Tiles(self.Location))
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{
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if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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// Don't place under other buildings
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if (self.World.ActorMap.GetActorsAt(c).Any(a => a != self && a.TraitOrDefault<Building>() != null))
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
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}
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}
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else
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{
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for (var i = 0; i < template.TilesCount; i++)
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{
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var c = self.Location + new CVec(i % template.Size.X, i / template.Size.X);
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if (!map.Contains(c) || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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// Don't place under other buildings
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if (self.World.ActorMap.GetActorsAt(c).Any(a => a != self && a.TraitOrDefault<Building>() != null))
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continue;
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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}
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}
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}
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if (health == null)
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return;
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