Replace FloodFill with IEditorAction implementation

This commit is contained in:
Andrew Odintsov
2020-05-17 16:27:49 +01:00
committed by teinarss
parent 26d9ae88df
commit f0c808d2fc

View File

@@ -115,69 +115,7 @@ namespace OpenRA.Mods.Common.Widgets
if (replace.Type == Template) if (replace.Type == Template)
return; return;
var queue = new Queue<CPos>(); editorActionManager.Add(new FloodFillEditorAction(Template, map, cell));
var touched = new CellLayer<bool>(map);
var tileset = map.Rules.TileSet;
var template = tileset.Templates[Template];
Action<CPos> maybeEnqueue = newCell =>
{
if (map.Contains(cell) && !touched[newCell])
{
queue.Enqueue(newCell);
touched[newCell] = true;
}
};
Func<CPos, bool> shouldPaint = cellToCheck =>
{
for (var y = 0; y < template.Size.Y; y++)
{
for (var x = 0; x < template.Size.X; x++)
{
var c = cellToCheck + new CVec(x, y);
if (!map.Contains(c) || mapTiles[c].Type != replace.Type)
return false;
}
}
return true;
};
Func<CPos, CVec, CPos> findEdge = (refCell, direction) =>
{
while (true)
{
var newCell = refCell + direction;
if (!shouldPaint(newCell))
return refCell;
refCell = newCell;
}
};
queue.Enqueue(cell);
while (queue.Count > 0)
{
var queuedCell = queue.Dequeue();
if (!shouldPaint(queuedCell))
continue;
var previousCell = findEdge(queuedCell, new CVec(-1 * template.Size.X, 0));
var nextCell = findEdge(queuedCell, new CVec(1 * template.Size.X, 0));
for (var x = previousCell.X; x <= nextCell.X; x += template.Size.X)
{
PaintCell(new CPos(x, queuedCell.Y), isMoving);
var upperCell = new CPos(x, queuedCell.Y - (1 * template.Size.Y));
var lowerCell = new CPos(x, queuedCell.Y + (1 * template.Size.Y));
if (shouldPaint(upperCell))
maybeEnqueue(upperCell);
if (shouldPaint(lowerCell))
maybeEnqueue(lowerCell);
}
}
} }
bool PlacementOverlapsSameTemplate(TerrainTemplateInfo template, CPos cell) bool PlacementOverlapsSameTemplate(TerrainTemplateInfo template, CPos cell)
@@ -278,6 +216,141 @@ namespace OpenRA.Mods.Common.Widgets
} }
} }
class FloodFillEditorAction : IEditorAction
{
public string Text { get; private set; }
readonly ushort template;
readonly Map map;
readonly CPos cell;
readonly Queue<UndoTile> undoTiles = new Queue<UndoTile>();
readonly TerrainTemplateInfo terrainTemplate;
public FloodFillEditorAction(ushort template, Map map, CPos cell)
{
this.template = template;
this.map = map;
this.cell = cell;
var tileset = map.Rules.TileSet;
terrainTemplate = tileset.Templates[template];
Text = "Filled with tile {0}".F(terrainTemplate.Id);
}
public void Execute()
{
Do();
}
public void Do()
{
var queue = new Queue<CPos>();
var touched = new CellLayer<bool>(map);
var mapTiles = map.Tiles;
var replace = mapTiles[cell];
Action<CPos> maybeEnqueue = newCell =>
{
if (map.Contains(cell) && !touched[newCell])
{
queue.Enqueue(newCell);
touched[newCell] = true;
}
};
Func<CPos, bool> shouldPaint = cellToCheck =>
{
for (var y = 0; y < terrainTemplate.Size.Y; y++)
{
for (var x = 0; x < terrainTemplate.Size.X; x++)
{
var c = cellToCheck + new CVec(x, y);
if (!map.Contains(c) || mapTiles[c].Type != replace.Type)
return false;
}
}
return true;
};
Func<CPos, CVec, CPos> findEdge = (refCell, direction) =>
{
while (true)
{
var newCell = refCell + direction;
if (!shouldPaint(newCell))
return refCell;
refCell = newCell;
}
};
queue.Enqueue(cell);
while (queue.Count > 0)
{
var queuedCell = queue.Dequeue();
if (!shouldPaint(queuedCell))
continue;
var previousCell = findEdge(queuedCell, new CVec(-1 * terrainTemplate.Size.X, 0));
var nextCell = findEdge(queuedCell, new CVec(1 * terrainTemplate.Size.X, 0));
for (var x = previousCell.X; x <= nextCell.X; x += terrainTemplate.Size.X)
{
PaintSingleCell(new CPos(x, queuedCell.Y));
var upperCell = new CPos(x, queuedCell.Y - (1 * terrainTemplate.Size.Y));
var lowerCell = new CPos(x, queuedCell.Y + (1 * terrainTemplate.Size.Y));
if (shouldPaint(upperCell))
maybeEnqueue(upperCell);
if (shouldPaint(lowerCell))
maybeEnqueue(lowerCell);
}
}
}
public void Undo()
{
var mapTiles = map.Tiles;
var mapHeight = map.Height;
while (undoTiles.Count > 0)
{
var undoTile = undoTiles.Dequeue();
mapTiles[undoTile.Cell] = undoTile.MapTile;
mapHeight[undoTile.Cell] = undoTile.Height;
}
}
void PaintSingleCell(CPos cellToPaint)
{
var mapTiles = map.Tiles;
var mapHeight = map.Height;
var baseHeight = mapHeight.Contains(cellToPaint) ? mapHeight[cellToPaint] : (byte)0;
var i = 0;
for (var y = 0; y < terrainTemplate.Size.Y; y++)
{
for (var x = 0; x < terrainTemplate.Size.X; x++, i++)
{
if (terrainTemplate.Contains(i) && terrainTemplate[i] != null)
{
var index = terrainTemplate.PickAny ? (byte)Game.CosmeticRandom.Next(0, terrainTemplate.TilesCount) : (byte)i;
var c = cellToPaint + new CVec(x, y);
if (!mapTiles.Contains(c))
continue;
undoTiles.Enqueue(new UndoTile(c, mapTiles[c], mapHeight[c]));
mapTiles[c] = new TerrainTile(template, index);
mapHeight[c] = (byte)(baseHeight + terrainTemplate[index].Height).Clamp(0, map.Grid.MaximumTerrainHeight);
}
}
}
}
}
class UndoTile class UndoTile
{ {
public CPos Cell { get; private set; } public CPos Cell { get; private set; }