Remove LaysTerrain
This commit is contained in:
committed by
Matthias Mailänder
parent
99ec119ffd
commit
d6c0926856
@@ -0,0 +1,35 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveLaysTerrain : UpdateRule
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{
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public override string Name { get { return "'LaysTerrain' has been removed in favor of the new 'D2kBuilding' trait."; } }
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public override string Description
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{
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get
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{
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return "'LaysTerrain' was removed.";
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}
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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if (actorNode.RemoveNodes("LaysTerrain") > 0)
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yield return "'LaysTerrain' was removed from {0} ({1}) without replacement.\n".F(actorNode.Key, actorNode.Location.Filename);
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yield break;
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}
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}
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}
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@@ -77,6 +77,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new RenameSmudgeSmokeFields(),
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new RenameCircleContrast(),
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new SplitDamagedByTerrain(),
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new RemoveLaysTerrain(),
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new RemoveBuildingInfluence(),
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})
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};
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@@ -1,102 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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public class LaysTerrainInfo : ConditionalTraitInfo, Requires<BuildingInfo>
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{
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[Desc("The terrain template to place. If the template is PickAny, then " +
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"the actor footprint will be filled with this tile.")]
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public readonly ushort Template = 0;
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[FieldLoader.Require]
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[Desc("The terrain types that this template will be placed on.")]
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public readonly HashSet<string> TerrainTypes = new HashSet<string>();
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[Desc("Offset relative to the actor TopLeft. Not used if the template is PickAny.",
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"Tiles being offset out of the actor's footprint will not be placed.")]
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public readonly CVec Offset = CVec.Zero;
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public override object Create(ActorInitializer init) { return new LaysTerrain(init.Self, this); }
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}
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public class LaysTerrain : ConditionalTrait<LaysTerrainInfo>, INotifyAddedToWorld
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{
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readonly BuildableTerrainLayer layer;
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readonly TerrainTemplateInfo template;
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readonly BuildingInfo buildingInfo;
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public LaysTerrain(Actor self, LaysTerrainInfo info)
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: base(info)
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{
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layer = self.World.WorldActor.Trait<BuildableTerrainLayer>();
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template = self.World.Map.Rules.TileSet.Templates[info.Template];
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buildingInfo = self.Info.TraitInfo<BuildingInfo>();
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var map = self.World.Map;
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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 buildingInfo.Tiles(self.Location))
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{
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// Only place on allowed terrain types
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if (!map.Contains(c) || !Info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't override any existing custom terrain
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if (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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return;
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}
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var origin = self.Location + Info.Offset;
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for (var i = 0; i < template.TilesCount; i++)
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{
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var c = origin + new CVec(i % template.Size.X, i / template.Size.X);
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// Only place on allowed terrain types
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if (!Info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't override any existing custom terrain
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if (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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}
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