247 lines
6.9 KiB
C#
247 lines
6.9 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;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public struct MapSmudge
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{
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public string Type;
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public int Depth;
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}
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[TraitLocation(SystemActors.World)]
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[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
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public class SmudgeLayerInfo : TraitInfo
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{
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public readonly string Type = "Scorch";
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[Desc("Sprite sequence name")]
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public readonly string Sequence = "scorch";
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[Desc("Chance of smoke rising from the ground")]
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public readonly int SmokeChance = 0;
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[Desc("By how much (in each direction) can the smoke appearance offset stray from the center of the cell?",
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"Note: Limit this to half a cell for square and 1/3 a cell for isometric cells to avoid straying into neighbour cells.")]
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public readonly WDist MaxSmokeOffsetDistance = WDist.Zero;
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[Desc("Smoke sprite image name")]
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public readonly string SmokeImage = null;
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[SequenceReference(nameof(SmokeImage), allowNullImage: true)]
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[Desc("Smoke sprite sequences randomly chosen from")]
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public readonly string[] SmokeSequences = Array.Empty<string>();
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[PaletteReference]
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public readonly string SmokePalette = "effect";
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[PaletteReference]
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[FieldLoader.LoadUsing(nameof(LoadInitialSmudges))]
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public readonly Dictionary<CPos, MapSmudge> InitialSmudges;
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public static object LoadInitialSmudges(MiniYaml yaml)
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{
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var smudges = new Dictionary<CPos, MapSmudge>();
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var smudgeYaml = yaml.NodeWithKeyOrDefault("InitialSmudges");
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if (smudgeYaml != null)
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{
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foreach (var node in smudgeYaml.Value.Nodes)
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{
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try
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{
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var cell = FieldLoader.GetValue<CPos>("key", node.Key);
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var parts = node.Value.Value.Split(',');
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var type = parts[0];
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var depth = FieldLoader.GetValue<int>("depth", parts[1]);
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smudges.Add(cell, new MapSmudge { Type = type, Depth = depth });
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}
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catch { }
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}
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}
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return smudges;
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}
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public override object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
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}
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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struct Smudge
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{
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public string Type;
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public int Depth;
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public ISpriteSequence Sequence;
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}
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public readonly SmudgeLayerInfo Info;
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readonly Dictionary<CPos, Smudge> tiles = new();
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readonly Dictionary<CPos, Smudge> dirty = new();
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readonly Dictionary<string, ISpriteSequence> smudges = new();
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readonly World world;
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readonly bool hasSmoke;
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TerrainSpriteLayer render;
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PaletteReference paletteReference;
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bool disposed;
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public SmudgeLayer(Actor self, SmudgeLayerInfo info)
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{
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Info = info;
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world = self.World;
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hasSmoke = !string.IsNullOrEmpty(info.SmokeImage) && info.SmokeSequences.Length > 0;
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var sequences = world.Map.Sequences;
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var types = sequences.Sequences(Info.Sequence);
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foreach (var t in types)
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smudges.Add(t, sequences.GetSequence(Info.Sequence, t));
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var sprites = smudges.Values.SelectMany(v => Exts.MakeArray(v.Length, x => v.GetSprite(x))).ToList();
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var sheet = sprites[0].Sheet;
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var blendMode = sprites[0].BlendMode;
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var emptySprite = new Sprite(sheet, Rectangle.Empty, TextureChannel.Alpha);
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if (sprites.Any(s => s.BlendMode != blendMode))
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throw new InvalidDataException("Smudges specify different blend modes. "
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+ "Try using different smudge types for smudges that use different blend modes.");
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paletteReference = wr.Palette(Info.Palette);
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render = new TerrainSpriteLayer(w, wr, emptySprite, blendMode, w.Type != WorldType.Editor);
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// Add map smudges
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foreach (var kv in Info.InitialSmudges)
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{
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var s = kv.Value;
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if (!smudges.ContainsKey(s.Type))
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continue;
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var seq = smudges[s.Type];
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var smudge = new Smudge
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{
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Type = s.Type,
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Depth = s.Depth,
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Sequence = seq
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};
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tiles.Add(kv.Key, smudge);
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render.Update(kv.Key, seq, paletteReference, s.Depth);
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}
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}
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public void AddSmudge(CPos loc)
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{
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if (!world.Map.Contains(loc))
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return;
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if (hasSmoke && Game.CosmeticRandom.Next(0, 100) <= Info.SmokeChance)
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{
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var position = world.Map.CenterOfCell(loc);
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var maxOffsetDistance = Info.MaxSmokeOffsetDistance.Length;
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if (maxOffsetDistance != 0)
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{
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position += new WVec(Game.CosmeticRandom.Next(-maxOffsetDistance, maxOffsetDistance), Game.CosmeticRandom.Next(-maxOffsetDistance, maxOffsetDistance), 0);
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position = new WPos(position.X, position.Y, position.Z - world.Map.DistanceAboveTerrain(position).Length);
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}
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(
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position, w, Info.SmokeImage, Info.SmokeSequences.Random(Game.CosmeticRandom), Info.SmokePalette)));
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}
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// A null Sequence indicates a deleted smudge.
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if ((!dirty.ContainsKey(loc) || dirty[loc].Sequence == null) && !tiles.ContainsKey(loc))
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{
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// No smudge; create a new one
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var st = smudges.Keys.Random(Game.CosmeticRandom);
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dirty[loc] = new Smudge { Type = st, Depth = 0, Sequence = smudges[st] };
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}
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else
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{
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// Existing smudge; make it deeper
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// A null Sequence indicates a deleted smudge.
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var tile = dirty.TryGetValue(loc, out var d) && d.Sequence != null ? d : tiles[loc];
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var maxDepth = smudges[tile.Type].Length;
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if (tile.Depth < maxDepth - 1)
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tile.Depth++;
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dirty[loc] = tile;
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}
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}
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public void RemoveSmudge(CPos loc)
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{
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if (!world.Map.Contains(loc))
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return;
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var tile = dirty.TryGetValue(loc, out var d) ? d : default;
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// Setting Sequence to null to indicate a deleted smudge.
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tile.Sequence = null;
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dirty[loc] = tile;
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}
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void ITickRender.TickRender(WorldRenderer wr, Actor self)
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{
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var remove = new List<CPos>();
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foreach (var kv in dirty)
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{
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if (!world.FogObscures(kv.Key))
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{
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// A null Sequence
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if (kv.Value.Sequence == null)
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{
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tiles.Remove(kv.Key);
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render.Clear(kv.Key);
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}
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else
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{
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var smudge = kv.Value;
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tiles[kv.Key] = smudge;
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render.Update(kv.Key, smudge.Sequence, paletteReference, smudge.Depth);
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}
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remove.Add(kv.Key);
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}
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}
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foreach (var r in remove)
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dirty.Remove(r);
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}
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void IRenderOverlay.Render(WorldRenderer wr)
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{
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render.Draw(wr.Viewport);
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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if (disposed)
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return;
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render.Dispose();
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disposed = true;
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}
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}
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}
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