Remove LaysTerrain

This commit is contained in:
abcdefg30
2020-11-14 15:19:47 +01:00
committed by Matthias Mailänder
parent 99ec119ffd
commit d6c0926856
3 changed files with 36 additions and 102 deletions

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@@ -0,0 +1,35 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class RemoveLaysTerrain : UpdateRule
{
public override string Name { get { return "'LaysTerrain' has been removed in favor of the new 'D2kBuilding' trait."; } }
public override string Description
{
get
{
return "'LaysTerrain' was removed.";
}
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
if (actorNode.RemoveNodes("LaysTerrain") > 0)
yield return "'LaysTerrain' was removed from {0} ({1}) without replacement.\n".F(actorNode.Key, actorNode.Location.Filename);
yield break;
}
}
}

View File

@@ -77,6 +77,7 @@ namespace OpenRA.Mods.Common.UpdateRules
new RenameSmudgeSmokeFields(),
new RenameCircleContrast(),
new SplitDamagedByTerrain(),
new RemoveLaysTerrain(),
new RemoveBuildingInfluence(),
})
};

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@@ -1,102 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
public class LaysTerrainInfo : ConditionalTraitInfo, Requires<BuildingInfo>
{
[Desc("The terrain template to place. If the template is PickAny, then " +
"the actor footprint will be filled with this tile.")]
public readonly ushort Template = 0;
[FieldLoader.Require]
[Desc("The terrain types that this template will be placed on.")]
public readonly HashSet<string> TerrainTypes = new HashSet<string>();
[Desc("Offset relative to the actor TopLeft. Not used if the template is PickAny.",
"Tiles being offset out of the actor's footprint will not be placed.")]
public readonly CVec Offset = CVec.Zero;
public override object Create(ActorInitializer init) { return new LaysTerrain(init.Self, this); }
}
public class LaysTerrain : ConditionalTrait<LaysTerrainInfo>, INotifyAddedToWorld
{
readonly BuildableTerrainLayer layer;
readonly TerrainTemplateInfo template;
readonly BuildingInfo buildingInfo;
public LaysTerrain(Actor self, LaysTerrainInfo info)
: base(info)
{
layer = self.World.WorldActor.Trait<BuildableTerrainLayer>();
template = self.World.Map.Rules.TileSet.Templates[info.Template];
buildingInfo = self.Info.TraitInfo<BuildingInfo>();
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
if (IsTraitDisabled)
return;
var map = self.World.Map;
if (template.PickAny)
{
// Fill the footprint with random variants
foreach (var c in buildingInfo.Tiles(self.Location))
{
// Only place on allowed terrain types
if (!map.Contains(c) || !Info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
continue;
// Don't override any existing custom terrain
if (map.CustomTerrain[c] != byte.MaxValue)
continue;
// Don't place under other buildings
if (self.World.ActorMap.GetActorsAt(c).Any(a => a != self && a.TraitOrDefault<Building>() != null))
continue;
var index = Game.CosmeticRandom.Next(template.TilesCount);
layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
}
return;
}
var origin = self.Location + Info.Offset;
for (var i = 0; i < template.TilesCount; i++)
{
var c = origin + new CVec(i % template.Size.X, i / template.Size.X);
// Only place on allowed terrain types
if (!Info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
continue;
// Don't override any existing custom terrain
if (map.CustomTerrain[c] != byte.MaxValue)
continue;
// Don't place under other buildings
if (self.World.ActorMap.GetActorsAt(c).Any(a => a != self && a.TraitOrDefault<Building>() != null))
continue;
layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
}
}
}
}