#region Copyright & License Information /* * Copyright 2007-2021 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; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [TraitLocation(SystemActors.EditorWorld)] [Desc("Required for the map editor to work. Attach this to the world actor.")] public class EditorResourceLayerInfo : TraitInfo, IResourceLayerInfo { [FieldLoader.LoadUsing(nameof(LoadResourceTypes))] public readonly Dictionary ResourceTypes = null; // Copied from ResourceLayerInfo protected static object LoadResourceTypes(MiniYaml yaml) { var ret = new Dictionary(); var resources = yaml.Nodes.FirstOrDefault(n => n.Key == "ResourceTypes"); if (resources != null) foreach (var r in resources.Value.Nodes) ret[r.Key] = new ResourceLayerInfo.ResourceTypeInfo(r.Value); return ret; } [Desc("Override the density saved in maps with values calculated based on the number of neighbouring resource cells.")] public readonly bool RecalculateResourceDensity = false; bool IResourceLayerInfo.TryGetTerrainType(string resourceType, out string terrainType) { if (resourceType == null || !ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) { terrainType = null; return false; } terrainType = resourceInfo.TerrainType; return true; } bool IResourceLayerInfo.TryGetResourceIndex(string resourceType, out byte index) { if (resourceType == null || !ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) { index = 0; return false; } index = resourceInfo.ResourceIndex; return true; } public override object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self, this); } } public class EditorResourceLayer : IResourceLayer, IWorldLoaded, INotifyActorDisposing { readonly EditorResourceLayerInfo info; protected readonly Map Map; protected readonly Dictionary ResourceTypesByIndex; protected readonly CellLayer Tiles; protected Dictionary resourceValues; public int NetWorth { get; protected set; } bool disposed; public event Action CellChanged; ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Tiles.Contains(cell) ? Tiles[cell] : default; } int IResourceLayer.GetMaxDensity(string resourceType) { return info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo) ? resourceInfo.MaxDensity : 0; } bool IResourceLayer.CanAddResource(string resourceType, CPos cell, int amount) { return CanAddResource(resourceType, cell, amount); } int IResourceLayer.AddResource(string resourceType, CPos cell, int amount) { return AddResource(resourceType, cell, amount); } int IResourceLayer.RemoveResource(string resourceType, CPos cell, int amount) { return RemoveResource(resourceType, cell, amount); } void IResourceLayer.ClearResources(CPos cell) { ClearResources(cell); } bool IResourceLayer.IsVisible(CPos cell) { return Map.Contains(cell); } bool IResourceLayer.IsEmpty => false; IResourceLayerInfo IResourceLayer.Info => info; public EditorResourceLayer(Actor self, EditorResourceLayerInfo info) { if (self.World.Type != WorldType.Editor) return; this.info = info; Map = self.World.Map; Tiles = new CellLayer(Map); ResourceTypesByIndex = info.ResourceTypes.ToDictionary( kv => kv.Value.ResourceIndex, kv => kv.Key); Map.Resources.CellEntryChanged += UpdateCell; } public void WorldLoaded(World w, WorldRenderer wr) { if (w.Type != WorldType.Editor) return; var playerResourcesInfo = w.Map.Rules.Actors[SystemActors.Player].TraitInfoOrDefault(); resourceValues = playerResourcesInfo?.ResourceValues ?? new Dictionary(); foreach (var cell in Map.AllCells) UpdateCell(cell); } public void UpdateCell(CPos cell) { var uv = cell.ToMPos(Map); if (!Map.Resources.Contains(uv)) return; var tile = Map.Resources[uv]; var t = Tiles[uv]; var newTile = ResourceLayerContents.Empty; var newTerrain = byte.MaxValue; if (ResourceTypesByIndex.TryGetValue(tile.Type, out var resourceType) && info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) { newTile = new ResourceLayerContents(resourceType, CalculateCellDensity(new ResourceLayerContents(resourceType, tile.Index), cell)); newTerrain = Map.Rules.TerrainInfo.GetTerrainIndex(resourceInfo.TerrainType); } // Nothing has changed if (newTile.Type == t.Type && newTile.Density == t.Density) return; UpdateNetWorth(t.Type, t.Density, newTile.Type, newTile.Density); Tiles[uv] = newTile; Map.CustomTerrain[uv] = newTerrain; CellChanged?.Invoke(cell, newTile.Type); if (!info.RecalculateResourceDensity) return; // Update neighbour density to account for this cell foreach (var d in CVec.Directions) { var neighbouringCell = cell + d; if (!Tiles.Contains(neighbouringCell)) continue; var neighbouringTile = Tiles[neighbouringCell]; if (neighbouringTile.Type == null) continue; var density = CalculateCellDensity(neighbouringTile, neighbouringCell); if (neighbouringTile.Density == density) continue; UpdateNetWorth(neighbouringTile.Type, neighbouringTile.Density, neighbouringTile.Type, density); Tiles[neighbouringCell] = new ResourceLayerContents(neighbouringTile.Type, density); CellChanged?.Invoke(neighbouringCell, neighbouringTile.Type); } } void UpdateNetWorth(string oldResourceType, int oldDensity, string newResourceType, int newDensity) { // Density + 1 as workaround for fixing ResourceLayer.Harvest as it would be very disruptive to balancing if (oldResourceType != null && oldDensity > 0 && resourceValues.TryGetValue(oldResourceType, out var oldResourceValue)) NetWorth -= (oldDensity + 1) * oldResourceValue; if (newResourceType != null && newDensity > 0 && resourceValues.TryGetValue(newResourceType, out var newResourceValue)) NetWorth += (newDensity + 1) * newResourceValue; } protected virtual int CalculateCellDensity(ResourceLayerContents contents, CPos c) { var resources = Map.Resources; if (contents.Type == null || !info.ResourceTypes.TryGetValue(contents.Type, out var resourceInfo) || resources[c].Type != resourceInfo.ResourceIndex) return 0; if (!info.RecalculateResourceDensity) return contents.Density.Clamp(1, resourceInfo.MaxDensity); // Set density based on the number of neighboring resources var adjacent = 0; for (var u = -1; u < 2; u++) { for (var v = -1; v < 2; v++) { var cell = c + new CVec(u, v); if (resources.Contains(cell) && resources[cell].Type == resourceInfo.ResourceIndex) adjacent++; } } return Math.Max(int2.Lerp(0, resourceInfo.MaxDensity, adjacent, 9), 1); } protected virtual bool AllowResourceAt(string resourceType, CPos cell) { if (!Map.Ramp.Contains(cell) || Map.Ramp[cell] != 0) return false; if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) return false; // Ignore custom terrain types when spawning resources in the editor var terrainInfo = Map.Rules.TerrainInfo; var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[cell]).TerrainType].Type; // TODO: Check against actors in the EditorActorLayer return resourceInfo.AllowedTerrainTypes.Contains(terrainType); } bool CanAddResource(string resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) return false; if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) return false; // The editor allows the user to replace one resource type with another, so treat mismatching resource type as an empty cell var content = resources[cell]; if (content.Type != resourceInfo.ResourceIndex) return amount <= resourceInfo.MaxDensity && AllowResourceAt(resourceType, cell); var oldDensity = content.Type == resourceInfo.ResourceIndex ? content.Index : 0; return oldDensity + amount <= resourceInfo.MaxDensity; } protected virtual int AddResource(string resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) return 0; if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) return 0; // The editor allows the user to replace one resource type with another, so treat mismatching resource type as an empty cell var content = resources[cell]; var oldDensity = content.Type == resourceInfo.ResourceIndex ? content.Index : 0; var density = (byte)Math.Min(resourceInfo.MaxDensity, oldDensity + amount); Map.Resources[cell] = new ResourceTile((byte)resourceInfo.ResourceIndex, density); return density - oldDensity; } protected virtual int RemoveResource(string resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) return 0; if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo)) return 0; var content = resources[cell]; if (content.Type == 0 || content.Type != resourceInfo.ResourceIndex) return 0; var oldDensity = content.Index; var density = (byte)Math.Max(0, oldDensity - amount); resources[cell] = density > 0 ? new ResourceTile(resourceInfo.ResourceIndex, density) : default; return oldDensity - density; } protected virtual void ClearResources(CPos cell) { Map.Resources[cell] = default; } void INotifyActorDisposing.Disposing(Actor self) { if (disposed) return; Map.Resources.CellEntryChanged -= UpdateCell; disposed = true; } } }