278 lines
9.7 KiB
C#
278 lines
9.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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.Linq;
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using OpenRA.Graphics;
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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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[TraitLocation(SystemActors.EditorWorld)]
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[Desc("Required for the map editor to work. Attach this to the world actor.")]
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public class EditorResourceLayerInfo : TraitInfo, IResourceLayerInfo, IMapPreviewSignatureInfo
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{
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[FieldLoader.LoadUsing(nameof(LoadResourceTypes))]
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public readonly Dictionary<string, ResourceLayerInfo.ResourceTypeInfo> ResourceTypes = null;
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// Copied from ResourceLayerInfo
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protected static object LoadResourceTypes(MiniYaml yaml)
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{
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var ret = new Dictionary<string, ResourceLayerInfo.ResourceTypeInfo>();
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var resources = yaml.Nodes.FirstOrDefault(n => n.Key == "ResourceTypes");
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if (resources != null)
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foreach (var r in resources.Value.Nodes)
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ret[r.Key] = new ResourceLayerInfo.ResourceTypeInfo(r.Value);
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return ret;
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}
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[Desc("Override the density saved in maps with values calculated based on the number of neighbouring resource cells.")]
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public readonly bool RecalculateResourceDensity = false;
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void IMapPreviewSignatureInfo.PopulateMapPreviewSignatureCells(Map map, ActorInfo ai, ActorReference s, List<(MPos, Color)> destinationBuffer)
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{
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ResourceLayerInfo.PopulateMapPreviewSignatureCells(map, ResourceTypes, destinationBuffer);
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}
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public override object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self, this); }
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}
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public class EditorResourceLayer : IResourceLayer, IWorldLoaded, INotifyActorDisposing
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{
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readonly EditorResourceLayerInfo info;
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protected readonly Map Map;
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protected readonly Dictionary<byte, string> ResourceTypesByIndex;
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protected readonly CellLayer<ResourceLayerContents> Tiles;
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protected Dictionary<string, int> resourceValues;
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public int NetWorth { get; protected set; }
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bool disposed;
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public event Action<CPos, string> CellChanged;
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ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Tiles.Contains(cell) ? Tiles[cell] : default; }
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int IResourceLayer.GetMaxDensity(string resourceType)
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{
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return info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo) ? resourceInfo.MaxDensity : 0;
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}
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bool IResourceLayer.CanAddResource(string resourceType, CPos cell, int amount) { return CanAddResource(resourceType, cell, amount); }
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int IResourceLayer.AddResource(string resourceType, CPos cell, int amount) { return AddResource(resourceType, cell, amount); }
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int IResourceLayer.RemoveResource(string resourceType, CPos cell, int amount) { return RemoveResource(resourceType, cell, amount); }
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void IResourceLayer.ClearResources(CPos cell) { ClearResources(cell); }
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bool IResourceLayer.IsVisible(CPos cell) { return Map.Contains(cell); }
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bool IResourceLayer.IsEmpty => false;
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public EditorResourceLayer(Actor self, EditorResourceLayerInfo info)
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{
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if (self.World.Type != WorldType.Editor)
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return;
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this.info = info;
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Map = self.World.Map;
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Tiles = new CellLayer<ResourceLayerContents>(Map);
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ResourceTypesByIndex = info.ResourceTypes.ToDictionary(
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kv => kv.Value.ResourceIndex,
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kv => kv.Key);
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Map.Resources.CellEntryChanged += UpdateCell;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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if (w.Type != WorldType.Editor)
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return;
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var playerResourcesInfo = w.Map.Rules.Actors[SystemActors.Player].TraitInfoOrDefault<PlayerResourcesInfo>();
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resourceValues = playerResourcesInfo?.ResourceValues ?? new Dictionary<string, int>();
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foreach (var cell in Map.AllCells)
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UpdateCell(cell);
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}
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public void UpdateCell(CPos cell)
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{
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var uv = cell.ToMPos(Map);
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if (!Map.Resources.Contains(uv))
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return;
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var tile = Map.Resources[uv];
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var t = Tiles[uv];
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var newTile = ResourceLayerContents.Empty;
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var newTerrain = byte.MaxValue;
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if (ResourceTypesByIndex.TryGetValue(tile.Type, out var resourceType) && info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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{
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newTile = new ResourceLayerContents(resourceType, CalculateCellDensity(new ResourceLayerContents(resourceType, tile.Index), cell));
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newTerrain = Map.Rules.TerrainInfo.GetTerrainIndex(resourceInfo.TerrainType);
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}
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// Nothing has changed
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if (newTile.Type == t.Type && newTile.Density == t.Density)
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return;
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UpdateNetWorth(t.Type, t.Density, newTile.Type, newTile.Density);
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Tiles[uv] = newTile;
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Map.CustomTerrain[uv] = newTerrain;
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CellChanged?.Invoke(cell, newTile.Type);
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if (!info.RecalculateResourceDensity)
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return;
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// Update neighbour density to account for this cell
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foreach (var d in CVec.Directions)
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{
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var neighbouringCell = cell + d;
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if (!Tiles.Contains(neighbouringCell))
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continue;
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var neighbouringTile = Tiles[neighbouringCell];
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if (neighbouringTile.Type == null)
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continue;
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var density = CalculateCellDensity(neighbouringTile, neighbouringCell);
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if (neighbouringTile.Density == density)
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continue;
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UpdateNetWorth(neighbouringTile.Type, neighbouringTile.Density, neighbouringTile.Type, density);
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Tiles[neighbouringCell] = new ResourceLayerContents(neighbouringTile.Type, density);
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CellChanged?.Invoke(neighbouringCell, neighbouringTile.Type);
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}
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}
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void UpdateNetWorth(string oldResourceType, int oldDensity, string newResourceType, int newDensity)
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{
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// Density + 1 as workaround for fixing ResourceLayer.Harvest as it would be very disruptive to balancing
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if (oldResourceType != null && oldDensity > 0 && resourceValues.TryGetValue(oldResourceType, out var oldResourceValue))
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NetWorth -= (oldDensity + 1) * oldResourceValue;
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if (newResourceType != null && newDensity > 0 && resourceValues.TryGetValue(newResourceType, out var newResourceValue))
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NetWorth += (newDensity + 1) * newResourceValue;
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}
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protected virtual int CalculateCellDensity(ResourceLayerContents contents, CPos c)
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{
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var resources = Map.Resources;
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if (contents.Type == null || !info.ResourceTypes.TryGetValue(contents.Type, out var resourceInfo) || resources[c].Type != resourceInfo.ResourceIndex)
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return 0;
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if (!info.RecalculateResourceDensity)
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return contents.Density.Clamp(1, resourceInfo.MaxDensity);
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// Set density based on the number of neighboring resources
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var adjacent = 0;
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for (var u = -1; u < 2; u++)
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{
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for (var v = -1; v < 2; v++)
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{
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var cell = c + new CVec(u, v);
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if (resources.Contains(cell) && resources[cell].Type == resourceInfo.ResourceIndex)
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adjacent++;
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}
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}
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return Math.Max(int2.Lerp(0, resourceInfo.MaxDensity, adjacent, 9), 1);
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}
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protected virtual bool AllowResourceAt(string resourceType, CPos cell)
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{
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if (!Map.Ramp.Contains(cell) || Map.Ramp[cell] != 0)
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return false;
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if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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return false;
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// Ignore custom terrain types when spawning resources in the editor
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var terrainInfo = Map.Rules.TerrainInfo;
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var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[cell]).TerrainType].Type;
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// TODO: Check against actors in the EditorActorLayer
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return resourceInfo.AllowedTerrainTypes.Contains(terrainType);
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}
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bool CanAddResource(string resourceType, CPos cell, int amount = 1)
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{
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var resources = Map.Resources;
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if (!resources.Contains(cell))
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return false;
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if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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return false;
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// The editor allows the user to replace one resource type with another, so treat mismatching resource type as an empty cell
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var content = resources[cell];
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if (content.Type != resourceInfo.ResourceIndex)
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return amount <= resourceInfo.MaxDensity && AllowResourceAt(resourceType, cell);
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var oldDensity = content.Type == resourceInfo.ResourceIndex ? content.Index : 0;
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return oldDensity + amount <= resourceInfo.MaxDensity;
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}
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protected virtual int AddResource(string resourceType, CPos cell, int amount = 1)
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{
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var resources = Map.Resources;
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if (!resources.Contains(cell))
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return 0;
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if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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return 0;
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// The editor allows the user to replace one resource type with another, so treat mismatching resource type as an empty cell
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var content = resources[cell];
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var oldDensity = content.Type == resourceInfo.ResourceIndex ? content.Index : 0;
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var density = (byte)Math.Min(resourceInfo.MaxDensity, oldDensity + amount);
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Map.Resources[cell] = new ResourceTile((byte)resourceInfo.ResourceIndex, density);
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return density - oldDensity;
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}
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protected virtual int RemoveResource(string resourceType, CPos cell, int amount = 1)
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{
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var resources = Map.Resources;
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if (!resources.Contains(cell))
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return 0;
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if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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return 0;
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var content = resources[cell];
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if (content.Type == 0 || content.Type != resourceInfo.ResourceIndex)
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return 0;
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var oldDensity = content.Index;
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var density = (byte)Math.Max(0, oldDensity - amount);
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resources[cell] = density > 0 ? new ResourceTile(resourceInfo.ResourceIndex, density) : default;
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return oldDensity - density;
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}
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protected virtual void ClearResources(CPos cell)
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{
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Map.Resources[cell] = default;
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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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Map.Resources.CellEntryChanged -= UpdateCell;
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disposed = true;
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}
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}
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}
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