Merge pull request #8781 from pchote/heightmap-shroud
Add plumbing for heighmap-aware shroud and map bounds checks.
This commit is contained in:
@@ -64,10 +64,10 @@ namespace OpenRA.Mods.Common.Traits
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var map = world.Map;
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foreach (var p in Start.Keys)
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{
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var cells = Shroud.CellsInRange(map, Start[p], info.InitialExploreRange);
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var cells = Shroud.ProjectedCellsInRange(map, Start[p], info.InitialExploreRange);
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foreach (var q in world.Players)
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if (p.IsAlliedWith(q))
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q.Shroud.Explore(world, cells);
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q.Shroud.ExploreProjectedCells(world, cells);
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}
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// Set viewport
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@@ -60,23 +60,24 @@ namespace OpenRA.Mods.Common.Traits
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var doDim = refreshTick - world.WorldTick <= 0;
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if (doDim) refreshTick = world.WorldTick + 20;
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var map = wr.World.Map;
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foreach (var pair in layers)
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{
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var c = (pair.Key != null) ? pair.Key.Color.RGB : Color.PaleTurquoise;
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var layer = pair.Value;
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// Only render quads in viewing range:
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foreach (var cell in wr.Viewport.VisibleCellsInsideBounds)
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foreach (var uv in wr.Viewport.VisibleCellsInsideBounds.CandidateMapCoords)
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{
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if (layer[cell] <= 0)
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if (layer[uv] <= 0)
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continue;
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var w = Math.Max(0, Math.Min(layer[cell], 128));
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var w = Math.Max(0, Math.Min(layer[uv], 128));
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if (doDim)
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layer[cell] = layer[cell] * 5 / 6;
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layer[uv] = layer[uv] * 5 / 6;
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// TODO: This doesn't make sense for isometric terrain
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var pos = wr.World.Map.CenterOfCell(cell);
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var pos = wr.World.Map.CenterOfCell(uv.ToCPos(map));
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var tl = wr.ScreenPxPosition(pos - new WVec(512, 512, 0));
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var br = wr.ScreenPxPosition(pos + new WVec(511, 511, 0));
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qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
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@@ -91,11 +91,11 @@ namespace OpenRA.Mods.Common.Traits
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readonly CellLayer<TileInfo> tileInfos;
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readonly Sprite[] fogSprites, shroudSprites;
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readonly HashSet<CPos> cellsDirty = new HashSet<CPos>();
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readonly HashSet<CPos> cellsAndNeighborsDirty = new HashSet<CPos>();
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readonly HashSet<PPos> cellsDirty = new HashSet<PPos>();
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readonly HashSet<PPos> cellsAndNeighborsDirty = new HashSet<PPos>();
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Shroud currentShroud;
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Func<MPos, bool> visibleUnderShroud, visibleUnderFog;
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Func<PPos, bool> visibleUnderShroud, visibleUnderFog;
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TerrainSpriteLayer shroudLayer, fogLayer;
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public ShroudRenderer(World world, ShroudRendererInfo info)
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@@ -158,20 +158,22 @@ namespace OpenRA.Mods.Common.Traits
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// This includes the region outside the visible area to cover any sprites peeking outside the map
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foreach (var uv in w.Map.AllCells.MapCoords)
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{
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var screen = wr.ScreenPosition(w.Map.CenterOfCell(uv.ToCPos(map)));
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var pos = w.Map.CenterOfCell(uv.ToCPos(map));
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var screen = wr.ScreenPosition(pos - new WVec(0, 0, pos.Z));
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var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
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tileInfos[uv] = new TileInfo(screen, variant);
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}
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DirtyCells(map.AllCells);
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// Dirty the whole projected space
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DirtyCells(map.AllCells.MapCoords.Select(uv => (PPos)uv));
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// All tiles are visible in the editor
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if (w.Type == WorldType.Editor)
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visibleUnderShroud = _ => true;
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else
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visibleUnderShroud = map.Contains;
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visibleUnderShroud = puv => map.Contains(puv);
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visibleUnderFog = map.Contains;
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visibleUnderFog = puv => map.Contains(puv);
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var shroudSheet = shroudSprites[0].Sheet;
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if (shroudSprites.Any(s => s.Sheet != shroudSheet))
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@@ -193,25 +195,25 @@ namespace OpenRA.Mods.Common.Traits
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fogLayer = new TerrainSpriteLayer(w, wr, fogSheet, fogBlend, wr.Palette(info.FogPalette), false);
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}
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Edges GetEdges(MPos uv, Func<MPos, bool> isVisible)
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Edges GetEdges(PPos puv, Func<PPos, bool> isVisible)
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{
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if (!isVisible(uv))
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if (!isVisible(puv))
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return notVisibleEdges;
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var cell = uv.ToCPos(map);
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var cell = ((MPos)puv).ToCPos(map);
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// If a side is shrouded then we also count the corners.
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var edge = Edges.None;
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if (!isVisible((cell + new CVec(0, -1)).ToMPos(map))) edge |= Edges.Top;
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if (!isVisible((cell + new CVec(1, 0)).ToMPos(map))) edge |= Edges.Right;
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if (!isVisible((cell + new CVec(0, 1)).ToMPos(map))) edge |= Edges.Bottom;
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if (!isVisible((cell + new CVec(-1, 0)).ToMPos(map))) edge |= Edges.Left;
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if (!isVisible((PPos)(cell + new CVec(0, -1)).ToMPos(map))) edge |= Edges.Top;
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if (!isVisible((PPos)(cell + new CVec(1, 0)).ToMPos(map))) edge |= Edges.Right;
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if (!isVisible((PPos)(cell + new CVec(0, 1)).ToMPos(map))) edge |= Edges.Bottom;
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if (!isVisible((PPos)(cell + new CVec(-1, 0)).ToMPos(map))) edge |= Edges.Left;
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var ucorner = edge & Edges.AllCorners;
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if (!isVisible((cell + new CVec(-1, -1)).ToMPos(map))) edge |= Edges.TopLeft;
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if (!isVisible((cell + new CVec(1, -1)).ToMPos(map))) edge |= Edges.TopRight;
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if (!isVisible((cell + new CVec(1, 1)).ToMPos(map))) edge |= Edges.BottomRight;
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if (!isVisible((cell + new CVec(-1, 1)).ToMPos(map))) edge |= Edges.BottomLeft;
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if (!isVisible((PPos)(cell + new CVec(-1, -1)).ToMPos(map))) edge |= Edges.TopLeft;
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if (!isVisible((PPos)(cell + new CVec(1, -1)).ToMPos(map))) edge |= Edges.TopRight;
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if (!isVisible((PPos)(cell + new CVec(1, 1)).ToMPos(map))) edge |= Edges.BottomRight;
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if (!isVisible((PPos)(cell + new CVec(-1, 1)).ToMPos(map))) edge |= Edges.BottomLeft;
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// RA provides a set of frames for tiles with shrouded
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// corners but unshrouded edges. We want to detect this
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@@ -222,7 +224,7 @@ namespace OpenRA.Mods.Common.Traits
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return info.UseExtendedIndex ? edge ^ ucorner : edge & Edges.AllCorners;
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}
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void DirtyCells(IEnumerable<CPos> cells)
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void DirtyCells(IEnumerable<PPos> cells)
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{
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cellsDirty.UnionWith(cells);
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}
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@@ -244,36 +246,37 @@ namespace OpenRA.Mods.Common.Traits
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}
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else
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{
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visibleUnderShroud = map.Contains;
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visibleUnderFog = map.Contains;
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visibleUnderShroud = puv => map.Contains(puv);
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visibleUnderFog = puv => map.Contains(puv);
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}
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currentShroud = shroud;
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DirtyCells(map.CellsInsideBounds);
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DirtyCells(map.ProjectedCellBounds);
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}
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// We need to update newly dirtied areas of the shroud.
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// Expand the dirty area to cover the neighboring cells, since shroud is affected by neighboring cells.
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foreach (var cell in cellsDirty)
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foreach (var uv in cellsDirty)
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{
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cellsAndNeighborsDirty.Add(cell);
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cellsAndNeighborsDirty.Add(uv);
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var cell = ((MPos)uv).ToCPos(map);
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foreach (var direction in CVec.Directions)
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cellsAndNeighborsDirty.Add(cell + direction);
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cellsAndNeighborsDirty.Add((PPos)(cell + direction).ToMPos(map));
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}
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foreach (var cell in cellsAndNeighborsDirty)
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foreach (var puv in cellsAndNeighborsDirty)
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{
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var uv = cell.ToMPos(map.TileShape);
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var uv = (MPos)puv;
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if (!tileInfos.Contains(uv))
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continue;
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var tileInfo = tileInfos[uv];
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var shroudSprite = GetSprite(shroudSprites, GetEdges(uv, visibleUnderShroud), tileInfo.Variant);
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var shroudSprite = GetSprite(shroudSprites, GetEdges(puv, visibleUnderShroud), tileInfo.Variant);
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var shroudPos = tileInfo.ScreenPosition;
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if (shroudSprite != null)
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shroudPos += shroudSprite.Offset - 0.5f * shroudSprite.Size;
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var fogSprite = GetSprite(fogSprites, GetEdges(uv, visibleUnderFog), tileInfo.Variant);
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var fogSprite = GetSprite(fogSprites, GetEdges(puv, visibleUnderFog), tileInfo.Variant);
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var fogPos = tileInfo.ScreenPosition;
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if (fogSprite != null)
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fogPos += fogSprite.Offset - 0.5f * fogSprite.Size;
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@@ -57,8 +57,11 @@ namespace OpenRA.Mods.Common.Traits
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var colors = wr.World.TileSet.HeightDebugColors;
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var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
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foreach (var uv in wr.Viewport.AllVisibleCells.MapCoords)
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foreach (var uv in wr.Viewport.AllVisibleCells.CandidateMapCoords)
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{
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if (!map.MapHeight.Value.Contains(uv))
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continue;
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var height = (int)map.MapHeight.Value[uv];
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var tile = map.MapTiles.Value[uv];
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var ti = tileSet.GetTileInfo(tile);
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@@ -80,6 +83,22 @@ namespace OpenRA.Mods.Common.Traits
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lr.LineWidth = 1;
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}
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// Projected cell coordinates for the current cell
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var projectedCorners = map.CellCorners[0];
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lr.LineWidth = 3;
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foreach (var puv in map.ProjectedCellsCovering(mouseCell))
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{
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var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
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var screen = projectedCorners.Select(c => wr.ScreenPxPosition(pos + c - new WVec(0, 0, pos.Z)).ToFloat2()).ToArray();
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for (var i = 0; i < 4; i++)
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{
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var j = (i + 1) % 4;
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lr.DrawLine(screen[i], screen[j], Color.Navy);
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}
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}
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lr.LineWidth = 1;
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}
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}
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}
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