106 lines
3.3 KiB
C#
106 lines
3.3 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 OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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public class SubterraneanActorLayerInfo : TraitInfo, ICustomMovementLayerInfo
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{
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[Desc("Terrain type of the underground layer.")]
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public readonly string TerrainType = "Subterranean";
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[Desc("Height offset relative to the smoothed terrain for movement.")]
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public readonly WDist HeightOffset = -new WDist(2048);
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[Desc("Cell radius for smoothing adjacent cell heights.")]
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public readonly int SmoothingRadius = 2;
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public override object Create(ActorInitializer init) { return new SubterraneanActorLayer(init.Self, this); }
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}
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public class SubterraneanActorLayer : ICustomMovementLayer
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{
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readonly Map map;
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readonly byte terrainIndex;
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readonly CellLayer<int> height;
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public SubterraneanActorLayer(Actor self, SubterraneanActorLayerInfo info)
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{
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map = self.World.Map;
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terrainIndex = self.World.Map.Rules.TerrainInfo.GetTerrainIndex(info.TerrainType);
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height = new CellLayer<int>(map);
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foreach (var c in map.AllCells)
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{
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var neighbourCount = 0;
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var neighbourHeight = 0;
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for (var dy = -info.SmoothingRadius; dy <= info.SmoothingRadius; dy++)
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{
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for (var dx = -info.SmoothingRadius; dx <= info.SmoothingRadius; dx++)
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{
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var neighbour = c + new CVec(dx, dy);
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if (!map.AllCells.Contains(neighbour))
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continue;
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neighbourCount++;
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neighbourHeight += map.Height[neighbour];
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}
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}
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height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
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}
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}
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bool ICustomMovementLayer.EnabledForLocomotor(LocomotorInfo li) { return li is SubterraneanLocomotorInfo; }
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byte ICustomMovementLayer.Index => CustomMovementLayerType.Subterranean;
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bool ICustomMovementLayer.InteractsWithDefaultLayer => false;
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bool ICustomMovementLayer.ReturnToGroundLayerOnIdle => true;
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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var pos = map.CenterOfCell(cell);
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return pos + new WVec(0, 0, height[cell] - pos.Z);
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}
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bool ValidTransitionCell(CPos cell, SubterraneanLocomotorInfo sli)
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{
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var terrainType = map.GetTerrainInfo(cell).Type;
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if (!sli.SubterraneanTransitionTerrainTypes.Contains(terrainType) && sli.SubterraneanTransitionTerrainTypes.Count > 0)
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return false;
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if (sli.SubterraneanTransitionOnRamps)
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return true;
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return map.Ramp[cell] == 0;
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}
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short ICustomMovementLayer.EntryMovementCost(LocomotorInfo li, CPos cell)
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{
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var sli = (SubterraneanLocomotorInfo)li;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.MovementCostForUnreachableCell;
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}
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short ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
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{
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var sli = (SubterraneanLocomotorInfo)li;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.MovementCostForUnreachableCell;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndex;
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}
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}
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}
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