#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; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Required for the map editor to work. Attach this to the world actor.")] public class EditorResourceLayerInfo : TraitInfo, IResourceLayerInfo, Requires { public override object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self); } } public class EditorResourceLayer : IResourceLayer, IWorldLoaded, INotifyActorDisposing { protected readonly Map Map; protected readonly Dictionary Resources; protected readonly CellLayer Tiles; public int NetWorth { get; protected set; } bool disposed; public event Action CellChanged; ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Tiles.Contains(cell) ? Tiles[cell] : default; } bool IResourceLayer.CanAddResource(ResourceType resourceType, CPos cell, int amount) { return CanAddResource(resourceType, cell, amount); } int IResourceLayer.AddResource(ResourceType resourceType, CPos cell, int amount) { return AddResource(resourceType, cell, amount); } int IResourceLayer.RemoveResource(ResourceType 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; public EditorResourceLayer(Actor self) { if (self.World.Type != WorldType.Editor) return; Map = self.World.Map; Tiles = new CellLayer(Map); Resources = self.TraitsImplementing() .ToDictionary(r => r.Info.ResourceType, r => r); Map.Resources.CellEntryChanged += UpdateCell; } public void WorldLoaded(World w, WorldRenderer wr) { if (w.Type != WorldType.Editor) return; 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 (Resources.TryGetValue(tile.Type, out var type)) { newTile = new ResourceLayerContents(type, CalculateCellDensity(type, cell)); newTerrain = Map.Rules.TerrainInfo.GetTerrainIndex(type.Info.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, type); // Neighbouring cell density depends on this cell foreach (var d in CVec.Directions) { var neighbouringCell = cell + d; if (!Tiles.Contains(neighbouringCell)) continue; var neighbouringTile = Tiles[neighbouringCell]; var density = CalculateCellDensity(neighbouringTile.Type, neighbouringCell); if (neighbouringTile.Density == density) continue; UpdateNetWorth(neighbouringTile.Type, neighbouringTile.Density, neighbouringTile.Type, density); Tiles[neighbouringCell] = new ResourceLayerContents(neighbouringTile.Type, density); CellChanged?.Invoke(neighbouringCell, type); } } void UpdateNetWorth(ResourceType oldType, int oldDensity, ResourceType newType, int newDensity) { // Density + 1 as workaround for fixing ResourceLayer.Harvest as it would be very disruptive to balancing if (oldType != null && oldDensity > 0) NetWorth -= (oldDensity + 1) * oldType.Info.ValuePerUnit; if (newType != null && newDensity > 0) NetWorth += (newDensity + 1) * newType.Info.ValuePerUnit; } public int CalculateCellDensity(ResourceType type, CPos c) { var resources = Map.Resources; if (type == null || resources[c].Type != type.Info.ResourceType) return 0; // 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 == type.Info.ResourceType) adjacent++; } } return Math.Max(int2.Lerp(0, type.Info.MaxDensity, adjacent, 9), 1); } bool AllowResourceAt(ResourceType rt, CPos cell) { var mapResources = Map.Resources; if (!mapResources.Contains(cell)) 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; if (!rt.Info.AllowedTerrainTypes.Contains(terrainType)) return false; // TODO: Check against actors in the EditorActorLayer return rt.Info.AllowOnRamps || Map.Ramp[cell] == 0; } bool CanAddResource(ResourceType resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) 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 != resourceType.Info.ResourceType) return amount <= resourceType.Info.MaxDensity && AllowResourceAt(resourceType, cell); var oldDensity = content.Type == resourceType.Info.ResourceType ? content.Index : 0; return oldDensity + amount <= resourceType.Info.MaxDensity; } int AddResource(ResourceType resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) 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 == resourceType.Info.ResourceType ? content.Index : 0; var density = (byte)Math.Min(resourceType.Info.MaxDensity, oldDensity + amount); Map.Resources[cell] = new ResourceTile((byte)resourceType.Info.ResourceType, density); return density - oldDensity; } int RemoveResource(ResourceType resourceType, CPos cell, int amount = 1) { var resources = Map.Resources; if (!resources.Contains(cell)) return 0; var content = resources[cell]; if (content.Type == 0 || content.Type != resourceType.Info.ResourceType) return 0; var oldDensity = content.Index; var density = (byte)Math.Max(0, oldDensity - amount); resources[cell] = density > 0 ? new ResourceTile((byte)resourceType.Info.ResourceType, density) : default; return oldDensity - density; } void ClearResources(CPos cell) { Map.Resources[cell] = default; } void INotifyActorDisposing.Disposing(Actor self) { if (disposed) return; Map.Resources.CellEntryChanged -= UpdateCell; disposed = true; } } }