Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes Also add a few files I forgot from previous patches
100 lines
2.9 KiB
C#
100 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.Diagnostics;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class HazardLayerInfo : ITraitInfo
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{
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public object Create( ActorInitializer init ) { return new HazardLayer( init.world ); }
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}
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public class HazardLayer : ICustomTerrain
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{
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List<Pair<Actor, Hazard>>[,] hazards;
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Map map;
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public HazardLayer( World world )
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{
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//System.Console.WriteLine("Created HazardLayer");
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map = world.Map;
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hazards = new List<Pair<Actor, Hazard>>[world.Map.MapSize.X, world.Map.MapSize.Y];
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for (int i = 0; i < world.Map.MapSize.X; i++)
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for (int j = 0; j < world.Map.MapSize.Y; j++)
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hazards[ i, j ] = new List<Pair<Actor, Hazard>>();
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world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IProvideHazard>() );
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}
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public float GetSpeedModifier(int2 p, Actor forActor)
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{
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return 1f;
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}
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public float GetCost(int2 p, Actor forActor)
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{
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//System.Console.WriteLine("GetCost for {0}", forActor.Info.Name);
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var avoid = forActor.traits.WithInterface<IAvoidHazard>().Select(h => h.Type).ToList();
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var intensity = hazards[p.X,p.Y].Aggregate(1f,(a,b) => a + (avoid.Contains(b.Second.type) ? b.Second.intensity : 0f));
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//System.Console.WriteLine("Avoid {0} cost {1}", avoid.Aggregate("",(a,b) => a+","+b), intensity);
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return intensity;
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}
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public void Add( Actor self, IProvideHazard hazard )
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{
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//System.Console.WriteLine("Adding hazard {0}", self.Info.Name);
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foreach( var h in hazard.HazardCells(self) )
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{
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// System.Console.WriteLine("\t{0} {1} {2}", h.location, h.type, h.intensity);
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hazards[h.location.X, h.location.Y].Add(Pair.New(self, h));
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}
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}
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public void Remove( Actor self, IProvideHazard hazard )
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{
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if (hazard != null)
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foreach (var h in hazard.HazardCells(self))
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hazards[h.location.X, h.location.Y].Remove(Pair.New(self,h));
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}
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public void Update(Actor self, IProvideHazard hazard)
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{
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Remove(self, hazard);
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if (!self.IsDead) Add(self, hazard);
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}
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public struct Hazard
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{
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public int2 location;
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public string type;
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public float intensity;
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}
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}
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}
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