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

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