#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.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Sets a custom terrain type for cells that are obscured by back-facing cliffs.", "This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.")] class CliffBackImpassabilityLayerInfo : ITraitInfo { public readonly string TerrainType = "Impassable"; public object Create(ActorInitializer init) { return new CliffBackImpassabilityLayer(this); } } class CliffBackImpassabilityLayer : IWorldLoaded { readonly CliffBackImpassabilityLayerInfo info; public CliffBackImpassabilityLayer(CliffBackImpassabilityLayerInfo info) { this.info = info; } public void WorldLoaded(World w, WorldRenderer wr) { var tileType = w.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType); // Units are allowed behind cliffs *only* if they are part of a tunnel portal var tunnelPortals = w.WorldActor.Info.TraitInfos() .SelectMany(mti => mti.PortalCells()) .ToHashSet(); foreach (var uv in w.Map.AllCells.MapCoords) { if (tunnelPortals.Contains(uv.ToCPos(w.Map))) continue; // All the map cells that visually overlap the current cell var testCells = w.Map.ProjectedCellsCovering(uv) .SelectMany(puv => w.Map.Unproject(puv)); if (testCells.Any(x => x.V >= uv.V + 4)) w.Map.CustomTerrain[uv] = tileType; } } } }