Files
OpenRA/OpenRA.Mods.Common/Traits/World/ResourceRenderer.cs
2024-11-03 16:52:47 +02:00

379 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Visualizes the state of the `ResourceLayer`.", " Attach this to the world actor.")]
public class ResourceRendererInfo : TraitInfo, Requires<IResourceLayerInfo>, IMapPreviewSignatureInfo
{
public class ResourceTypeInfo
{
[Desc("Sequence image that holds the different variants.")]
public readonly string Image = "resources";
[FieldLoader.Require]
[SequenceReference(nameof(Image))]
[Desc("Randomly chosen image sequences.")]
public readonly string[] Sequences = Array.Empty<string>();
[PaletteReference]
[Desc("Palette used for rendering the resource sprites.")]
public readonly string Palette = TileSet.TerrainPaletteInternalName;
[FieldLoader.Require]
[Desc("Resource name used by tooltips.")]
[FluentReference]
public readonly string Name = null;
public ResourceTypeInfo(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
}
[FieldLoader.LoadUsing(nameof(LoadResourceTypes))]
public readonly Dictionary<string, ResourceTypeInfo> ResourceTypes = null;
// Copied from ResourceLayerInfo
protected static object LoadResourceTypes(MiniYaml yaml)
{
var ret = new Dictionary<string, ResourceTypeInfo>();
var resources = yaml.NodeWithKeyOrDefault("ResourceTypes");
if (resources != null)
foreach (var r in resources.Value.Nodes)
ret[r.Key] = new ResourceTypeInfo(r.Value);
return ret;
}
void IMapPreviewSignatureInfo.PopulateMapPreviewSignatureCells(Map map, ActorInfo ai, ActorReference s, List<(MPos Uv, Color Color)> destinationBuffer)
{
var resourceLayer = ai.TraitInfoOrDefault<IResourceLayerInfo>();
if (resourceLayer == null)
return;
var terrainInfo = map.Rules.TerrainInfo;
var colors = new Dictionary<byte, Color>();
foreach (var r in ResourceTypes.Keys)
{
if (!resourceLayer.TryGetResourceIndex(r, out var resourceIndex) || !resourceLayer.TryGetTerrainType(r, out var terrainType))
continue;
var info = terrainInfo.TerrainTypes[terrainInfo.GetTerrainIndex(terrainType)];
colors.Add(resourceIndex, info.Color);
}
for (var i = 0; i < map.MapSize.X; i++)
{
for (var j = 0; j < map.MapSize.Y; j++)
{
var cell = new MPos(i, j);
if (colors.TryGetValue(map.Resources[cell].Type, out var color))
destinationBuffer.Add((cell, color));
}
}
}
public override object Create(ActorInitializer init) { return new ResourceRenderer(init.Self, this); }
}
public class ResourceRenderer : IResourceRenderer, IWorldLoaded, IRenderOverlay, ITickRender, INotifyActorDisposing, IRadarTerrainLayer
{
protected readonly ResourceRendererInfo Info;
protected readonly IResourceLayer ResourceLayer;
protected readonly CellLayer<RendererCellContents> RenderContents;
protected readonly Dictionary<string, Dictionary<string, ISpriteSequence>> Variants = new();
protected readonly World World;
readonly HashSet<CPos> dirty = new();
readonly Queue<CPos> cleanDirty = new();
TerrainSpriteLayer shadowLayer;
TerrainSpriteLayer spriteLayer;
bool disposed;
public ResourceRenderer(Actor self, ResourceRendererInfo info)
{
Info = info;
World = self.World;
ResourceLayer = self.Trait<IResourceLayer>();
ResourceLayer.CellChanged += AddDirtyCell;
RenderContents = new CellLayer<RendererCellContents>(self.World.Map);
}
void AddDirtyCell(CPos cell, string resourceType)
{
if (resourceType == null || Info.ResourceTypes.ContainsKey(resourceType))
dirty.Add(cell);
}
protected virtual void WorldLoaded(World w, WorldRenderer wr)
{
var sequences = w.Map.Sequences;
foreach (var kv in Info.ResourceTypes)
{
var resourceInfo = kv.Value;
var resourceVariants = resourceInfo.Sequences
.ToDictionary(v => v, v => sequences.GetSequence(resourceInfo.Image, v));
Variants.Add(kv.Key, resourceVariants);
if (spriteLayer == null)
{
var first = resourceVariants.First().Value.GetSprite(0);
var emptySprite = new Sprite(first.Sheet, Rectangle.Empty, TextureChannel.Alpha);
spriteLayer = new TerrainSpriteLayer(w, wr, emptySprite, first.BlendMode, wr.World.Type != WorldType.Editor);
}
if (shadowLayer == null)
{
var firstShadow = resourceVariants.Values
.Select(v => v.GetShadow(0, WAngle.Zero))
.FirstOrDefault(s => s != null);
if (firstShadow != null)
{
var emptySprite = new Sprite(firstShadow.Sheet, Rectangle.Empty, TextureChannel.Alpha);
shadowLayer = new TerrainSpriteLayer(w, wr, emptySprite, firstShadow.BlendMode, wr.World.Type != WorldType.Editor);
}
}
// All resources must share a blend mode
var sprites = resourceVariants.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x)));
if (sprites.Any(s => s.BlendMode != spriteLayer.BlendMode))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different ResourceRenderer traits for resource types that use different blend modes.");
}
// Initialize the RenderContent with the initial map state so it is visible
// through the fog with the Explored Map option enabled
foreach (var cell in w.Map.AllCells)
{
var resource = ResourceLayer.GetResource(cell);
var rendererCellContents = CreateRenderCellContents(wr, resource, cell);
if (rendererCellContents.Type != null)
{
RenderContents[cell] = rendererCellContents;
UpdateRenderedSprite(cell, rendererCellContents);
}
}
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { WorldLoaded(w, wr); }
protected RendererCellContents CreateRenderCellContents(WorldRenderer wr, ResourceLayerContents contents, CPos cell)
{
if (contents.Type != null && contents.Density > 0 && Info.ResourceTypes.TryGetValue(contents.Type, out var resourceInfo))
return new RendererCellContents(contents.Type, contents.Density, resourceInfo, ChooseVariant(contents.Type, cell), wr.Palette(resourceInfo.Palette));
return RendererCellContents.Empty;
}
protected void UpdateSpriteLayers(CPos cell, ISpriteSequence sequence, int frame, PaletteReference palette)
{
// resource.Type is meaningless (and may be null) if resource.Sequence is null
if (sequence != null)
{
shadowLayer?.Update(cell, sequence.GetShadow(frame, WAngle.Zero), palette, 1f, 1f, sequence.IgnoreWorldTint);
spriteLayer.Update(cell, sequence, palette, frame);
}
else
{
shadowLayer?.Clear(cell);
spriteLayer.Clear(cell);
}
}
void IRenderOverlay.Render(WorldRenderer wr)
{
shadowLayer?.Draw(wr.Viewport);
spriteLayer.Draw(wr.Viewport);
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
foreach (var cell in dirty)
{
if (!ResourceLayer.IsVisible(cell))
continue;
var rendererCellContents = RendererCellContents.Empty;
var contents = ResourceLayer.GetResource(cell);
if (contents.Density > 0)
{
rendererCellContents = RenderContents[cell];
// Contents are the same, so just update the density
if (rendererCellContents.Type == contents.Type)
rendererCellContents = new RendererCellContents(rendererCellContents, contents.Density);
else
rendererCellContents = CreateRenderCellContents(wr, contents, cell);
}
RenderContents[cell] = rendererCellContents;
UpdateRenderedSprite(cell, rendererCellContents);
cleanDirty.Enqueue(cell);
}
while (cleanDirty.Count > 0)
dirty.Remove(cleanDirty.Dequeue());
}
protected virtual void UpdateRenderedSprite(CPos cell, RendererCellContents content)
{
if (content.Density > 0)
{
var maxDensity = ResourceLayer.GetMaxDensity(content.Type);
var frame = int2.Lerp(0, content.Sequence.Length - 1, content.Density, maxDensity);
UpdateSpriteLayers(cell, content.Sequence, frame, content.Palette);
}
else
UpdateSpriteLayers(cell, null, 0, null);
}
protected virtual void Disposing(Actor self)
{
if (disposed)
return;
shadowLayer?.Dispose();
spriteLayer.Dispose();
ResourceLayer.CellChanged -= AddDirtyCell;
disposed = true;
}
void INotifyActorDisposing.Disposing(Actor self) { Disposing(self); }
protected virtual ISpriteSequence ChooseVariant(string resourceType, CPos cell)
{
return Variants[resourceType].Values.Random(World.LocalRandom);
}
protected virtual string GetRenderedResourceType(CPos cell) { return RenderContents[cell].Type; }
protected virtual string GetRenderedResourceTooltip(CPos cell)
{
var info = RenderContents[cell].Info;
if (info == null)
return null;
return FluentProvider.GetMessage(info.Name);
}
IEnumerable<string> IResourceRenderer.ResourceTypes => Info.ResourceTypes.Keys;
string IResourceRenderer.GetRenderedResourceType(CPos cell) { return GetRenderedResourceType(cell); }
string IResourceRenderer.GetRenderedResourceTooltip(CPos cell) { return GetRenderedResourceTooltip(cell); }
IEnumerable<IRenderable> IResourceRenderer.RenderUIPreview(WorldRenderer wr, string resourceType, int2 origin, float scale)
{
if (!Variants.TryGetValue(resourceType, out var variant))
yield break;
if (!Info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
yield break;
var sequence = variant.First().Value;
var sprite = sequence.GetSprite(sequence.Length - 1);
var shadow = sequence.GetShadow(sequence.Length - 1, WAngle.Zero);
var palette = wr.Palette(resourceInfo.Palette);
if (shadow != null)
yield return new UISpriteRenderable(shadow, WPos.Zero, origin, 0, palette, scale);
yield return new UISpriteRenderable(sprite, WPos.Zero, origin, 0, palette, scale);
}
IEnumerable<IRenderable> IResourceRenderer.RenderPreview(WorldRenderer wr, string resourceType, WPos origin)
{
if (!Variants.TryGetValue(resourceType, out var variant))
yield break;
if (!Info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
yield break;
var sequence = variant.First().Value;
var sprite = sequence.GetSprite(sequence.Length - 1);
var shadow = sequence.GetShadow(sequence.Length - 1, WAngle.Zero);
var alpha = sequence.GetAlpha(sequence.Length - 1);
var palette = wr.Palette(resourceInfo.Palette);
var tintModifiers = sequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
if (shadow != null)
yield return new SpriteRenderable(shadow, origin, WVec.Zero, 0, palette, sequence.Scale, alpha, float3.Ones, tintModifiers, false);
yield return new SpriteRenderable(sprite, origin, WVec.Zero, 0, palette, sequence.Scale, alpha, float3.Ones, tintModifiers, false);
}
event Action<CPos> IRadarTerrainLayer.CellEntryChanged
{
add => RenderContents.CellEntryChanged += value;
remove => RenderContents.CellEntryChanged -= value;
}
bool IRadarTerrainLayer.TryGetTerrainColorPair(MPos uv, out (Color Left, Color Right) value)
{
value = default;
var type = RenderContents[uv].Type;
if (type == null)
return false;
if (!ResourceLayer.Info.TryGetTerrainType(type, out var terrainType))
return false;
var terrainInfo = World.Map.Rules.TerrainInfo;
var info = terrainInfo.TerrainTypes[terrainInfo.GetTerrainIndex(terrainType)];
value = (info.Color, info.Color);
return true;
}
public readonly struct RendererCellContents
{
public readonly string Type;
public readonly ResourceRendererInfo.ResourceTypeInfo Info;
public readonly ISpriteSequence Sequence;
public readonly PaletteReference Palette;
public readonly int Density;
public static readonly RendererCellContents Empty = default;
public RendererCellContents(string resourceType, int density, ResourceRendererInfo.ResourceTypeInfo info, ISpriteSequence sequence, PaletteReference palette)
{
Type = resourceType;
Density = density;
Info = info;
Sequence = sequence;
Palette = palette;
}
public RendererCellContents(RendererCellContents contents, int density)
{
Type = contents.Type;
Density = density;
Info = contents.Info;
Sequence = contents.Sequence;
Palette = contents.Palette;
}
}
}
}