95 lines
3.4 KiB
C#
95 lines
3.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Renders the Tiberian Sun Tiberium resources.", "Attach this to the world actor")]
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public class TSTiberiumRendererInfo : ResourceRendererInfo
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{
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[Desc("Sequences to use for ramp type 1.", "Dictionary of [resource type]: [list of sequences].")]
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public readonly Dictionary<string, string[]> Ramp1Sequences = new();
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[Desc("Sequences to use for ramp type 2.", "Dictionary of [resource type]: [list of sequences].")]
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public readonly Dictionary<string, string[]> Ramp2Sequences = new();
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[Desc("Sequences to use for ramp type 3.", "Dictionary of [resource type]: [list of sequences].")]
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public readonly Dictionary<string, string[]> Ramp3Sequences = new();
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[Desc("Sequences to use for ramp type 4.", "Dictionary of [resource type]: [list of sequences].")]
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public readonly Dictionary<string, string[]> Ramp4Sequences = new();
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public override object Create(ActorInitializer init) { return new TSTiberiumRenderer(init.Self, this); }
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}
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public class TSTiberiumRenderer : ResourceRenderer
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{
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readonly TSTiberiumRendererInfo info;
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readonly World world;
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readonly Dictionary<string, Dictionary<string, ISpriteSequence>> ramp1Variants = new();
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readonly Dictionary<string, Dictionary<string, ISpriteSequence>> ramp2Variants = new();
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readonly Dictionary<string, Dictionary<string, ISpriteSequence>> ramp3Variants = new();
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readonly Dictionary<string, Dictionary<string, ISpriteSequence>> ramp4Variants = new();
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public TSTiberiumRenderer(Actor self, TSTiberiumRendererInfo info)
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: base(self, info)
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{
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this.info = info;
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world = self.World;
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}
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void LoadVariants(Dictionary<string, string[]> rampSequences, Dictionary<string, Dictionary<string, ISpriteSequence>> rampVariants)
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{
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var sequences = world.Map.Sequences;
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foreach (var kv in rampSequences)
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{
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if (!Info.ResourceTypes.TryGetValue(kv.Key, out var resourceInfo))
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continue;
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var resourceVariants = kv.Value
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.ToDictionary(v => v, v => sequences.GetSequence(resourceInfo.Image, v));
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rampVariants.Add(kv.Key, resourceVariants);
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}
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}
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protected override void WorldLoaded(World w, WorldRenderer wr)
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{
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LoadVariants(info.Ramp1Sequences, ramp1Variants);
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LoadVariants(info.Ramp2Sequences, ramp2Variants);
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LoadVariants(info.Ramp3Sequences, ramp3Variants);
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LoadVariants(info.Ramp4Sequences, ramp4Variants);
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base.WorldLoaded(w, wr);
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}
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protected override ISpriteSequence ChooseVariant(string resourceType, CPos cell)
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{
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Dictionary<string, Dictionary<string, ISpriteSequence>> variants;
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switch (world.Map.Ramp[cell])
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{
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case 1: variants = ramp1Variants; break;
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case 2: variants = ramp2Variants; break;
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case 3: variants = ramp3Variants; break;
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case 4: variants = ramp4Variants; break;
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default: variants = Variants; break;
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}
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return variants[resourceType].Values.Random(world.LocalRandom);
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}
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}
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}
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