* TSVeinsRenderer now shows border cells on the radar * BuildableTerrainLayer now uses the radar colors defined on the individual tiles * CliffBackImpassabilityLayer no longer overrides the underlying terrain color.
98 lines
2.6 KiB
C#
98 lines
2.6 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.Linq;
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using OpenRA.Graphics;
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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.Player)]
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public class PlayerRadarTerrainInfo : TraitInfo, Requires<ShroudInfo>
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{
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public override object Create(ActorInitializer init)
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{
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return new PlayerRadarTerrain(init.Self);
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}
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}
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public class PlayerRadarTerrain : IWorldLoaded
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{
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public bool IsInitialized { get; private set; }
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readonly World world;
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IRadarTerrainLayer[] radarTerrainLayers;
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CellLayer<(int, int)> terrainColor;
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readonly Shroud shroud;
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public event Action<MPos> CellTerrainColorChanged = null;
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public PlayerRadarTerrain(Actor self)
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{
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world = self.World;
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shroud = self.Trait<Shroud>();
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shroud.OnShroudChanged += UpdateShroudCell;
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}
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void UpdateShroudCell(PPos puv)
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{
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var uvs = world.Map.Unproject(puv);
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foreach (var uv in uvs)
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UpdateTerrainCell(uv);
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}
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void UpdateTerrainCell(MPos uv)
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{
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if (shroud.IsVisible(uv))
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UpdateTerrainCellColor(uv);
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}
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void UpdateTerrainCellColor(MPos uv)
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{
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terrainColor[uv] = GetColor(world.Map, radarTerrainLayers, uv);
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CellTerrainColorChanged?.Invoke(uv);
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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radarTerrainLayers = w.WorldActor.TraitsImplementing<IRadarTerrainLayer>().ToArray();
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terrainColor = new CellLayer<(int, int)>(w.Map);
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w.AddFrameEndTask(_ =>
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{
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// Set initial terrain data
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foreach (var uv in world.Map.AllCells.MapCoords)
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UpdateTerrainCellColor(uv);
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world.Map.Tiles.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
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foreach (var rtl in radarTerrainLayers)
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rtl.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
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IsInitialized = true;
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});
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}
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public (int Left, int Right) this[MPos uv] => terrainColor[uv];
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public static (int Left, int Right) GetColor(Map map, IRadarTerrainLayer[] radarTerrainLayers, MPos uv)
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{
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foreach (var rtl in radarTerrainLayers)
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if (rtl.TryGetTerrainColorPair(uv, out var c))
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return (c.Left.ToArgb(), c.Right.ToArgb());
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var tc = map.GetTerrainColorPair(uv);
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return (tc.Left.ToArgb(), tc.Right.ToArgb());
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}
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}
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}
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