Files
OpenRA/OpenRA.Mods.Common/Traits/World/EditorResourceLayer.cs
2021-06-29 18:33:21 -05:00

278 lines
9.7 KiB
C#

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