Files
OpenRA/OpenRA.Mods.Common/Traits/World/CliffBackImpassabilityLayer.cs

59 lines
1.8 KiB
C#

#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<TerrainTunnelInfo>()
.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;
}
}
}
}