Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.

This commit is contained in:
Paul Chote
2010-07-22 22:22:53 +12:00
parent 3e493cb93c
commit d21e9fe093
10 changed files with 27 additions and 49 deletions

View File

@@ -53,7 +53,7 @@ namespace OpenRA.FileFormats
public TileReference<ushort, byte>[,] MapTiles;
public TileReference<byte, byte>[,] MapResources;
public string [,] CustomTerrain;
// Temporary compat hacks
public int XOffset { get { return TopLeft.X; } }
@@ -148,6 +148,7 @@ namespace OpenRA.FileFormats
// Rules
Rules = yaml["Rules"].Nodes;
CustomTerrain = new string[MapSize.X, MapSize.Y];
LoadUid();
LoadBinaryData();
}

View File

@@ -88,24 +88,19 @@ namespace OpenRA.Graphics
var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
var customTerrain = world.WorldActor.traits.WithInterface<ITerrainTypeModifier>();
unsafe
{
int* c = (int*)bitmapData.Scan0;
for (var x = 0; x < map.Width; x++)
for (var y = 0; y < map.Height; y++)
{
var xy = new int2(x + map.TopLeft.X, y + map.TopLeft.Y);
foreach (var t in customTerrain)
{
var tt = t.GetTerrainType(xy);
if (tt != null)
{
*(c + (y * bitmapData.Stride >> 2) + x) = world.TileSet.Terrain[tt].Color.ToArgb();
break;
}
}
var mapX = x + map.TopLeft.X;
var mapY = y + map.TopLeft.Y;
var custom = map.CustomTerrain[mapX,mapY];
if (custom == null)
continue;
*(c + (y * bitmapData.Stride >> 2) + x) = world.TileSet.Terrain[custom].Color.ToArgb();
}
}
bitmap.UnlockBits(bitmapData);

View File

@@ -192,13 +192,8 @@ namespace OpenRA.Traits
{
if (!self.World.Map.IsInMap(cell.X,cell.Y))
return float.PositiveInfinity;
// Custom terrain types don't stack: pick one
var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
.Select( t => t.GetTerrainType(cell) )
.FirstOrDefault( t => t != null );
var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
var type = self.World.GetTerrainType(cell);
var additionalCost = self.World.WorldActor.traits.WithInterface<ITerrainCost>()
.Select( t => t.GetTerrainCost(cell, self) ).Sum();
@@ -210,13 +205,8 @@ namespace OpenRA.Traits
var unitInfo = self.Info.Traits.GetOrDefault<UnitInfo>();
if( unitInfo == null )
return 0f;
// Custom terrain types don't stack: pick one
var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
.Select( t => t.GetTerrainType(cell) )
.FirstOrDefault( t => t != null );
var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
var type = self.World.GetTerrainType(cell);
var modifier = self.traits
.WithInterface<ISpeedModifier>()

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@@ -48,7 +48,6 @@ namespace OpenRA.Traits
public interface IAvoidHazard { string Type { get; } }
public interface IStoreOre { int Capacity { get; }}
public interface ITerrainTypeModifier { string GetTerrainType(int2 cell); }
public interface ITerrainCost { float GetTerrainCost(int2 cell, Actor forActor); }
public interface IDisable { bool Disabled { get; } }

View File

@@ -17,7 +17,7 @@ namespace OpenRA.Traits
{
public class ResourceLayerInfo : TraitInfo<ResourceLayer> { }
public class ResourceLayer: IRenderOverlay, ILoadWorldHook, ITerrainTypeModifier
public class ResourceLayer: IRenderOverlay, ILoadWorldHook
{
World world;
@@ -75,15 +75,7 @@ namespace OpenRA.Traits
if (content[x, y].type != null)
content[x, y].density = GetIdealDensity(x, y);
}
public string GetTerrainType(int2 cell)
{
if (content[cell.X,cell.Y].type == null)
return null;
return content[cell.X,cell.Y].type.info.TerrainType;
}
Sprite[] ChooseContent(ResourceType t)
{
return t.info.Sprites[world.SharedRandom.Next(t.info.Sprites.Length)];
@@ -120,6 +112,8 @@ namespace OpenRA.Traits
content[i, j].density = Math.Min(
content[i, j].image.Length - 1,
content[i, j].density + n);
world.Map.CustomTerrain[i,j] = t.info.TerrainType;
}
public bool IsFull(int i, int j) { return content[i, j].density == content[i, j].image.Length - 1; }
@@ -133,6 +127,7 @@ namespace OpenRA.Traits
{
content[p.X, p.Y].type = null;
content[p.X, p.Y].image = null;
world.Map.CustomTerrain[p.X, p.Y] = null;
}
return type;
}

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@@ -95,7 +95,8 @@ namespace OpenRA
public static string GetTerrainType(this World world, int2 cell)
{
return world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]);
var custom = world.Map.CustomTerrain[cell.X, cell.Y];
return custom != null ? custom : world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]);
}
public static TerrainTypeInfo GetTerrainInfo(this World world, int2 cell)

View File

@@ -171,6 +171,10 @@ namespace OpenRA.Mods.RA
currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
(ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;
// Update map
foreach (var c in TileSprites[currentTemplate].Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
if (Info.Long && ds == DamageState.Dead)
{
// Long bridges have custom art for multiple segments being destroyed

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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
}
class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
class BridgeLayer : ILoadWorldHook
{
readonly BridgeLayerInfo Info;
readonly World world;
@@ -106,13 +106,6 @@ namespace OpenRA.Mods.RA
bridge.Create(tile, subTiles);
}
public string GetTerrainType(int2 cell)
{
if (Bridges[ cell.X, cell.Y ] != null)
return Bridges[ cell.X, cell.Y ].GetTerrainType(cell);
return null;
}
// Used to check for neighbouring bridges
public Bridge GetBridge(int2 cell)
{

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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA
var p = self.World.ChooseRandomCell(self.World.SharedRandom);
// Is this valid terrain?
var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
var terrainType = self.World.GetTerrainType(p);
if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
// Don't drop on any actors

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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA
var p = self.World.ChooseRandomCell(self.World.SharedRandom);
// Is this valid terrain?
var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
var terrainType = self.World.GetTerrainType(p);
if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
// Don't spawn on any actors