Files
OpenRA/OpenRA.Mods.D2k/Traits/World/BuildableTerrainLayer.cs
Paul Chote 7f94d67d39 Replace Map.CustomTerrain radar colors with IRadarTerrainLayer.
* 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.
2021-08-21 14:16:02 +02:00

155 lines
4.4 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.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("Attach this to the world actor. Required for LaysTerrain to work.")]
[TraitLocation(SystemActors.World)]
public class BuildableTerrainLayerInfo : TraitInfo, Requires<ITiledTerrainRendererInfo>
{
[Desc("Palette to render the layer sprites in.")]
public readonly string Palette = TileSet.TerrainPaletteInternalName;
[Desc("The hitpoints, which can be reduced by the DamagesConcreteWarhead.")]
public readonly int MaxStrength = 9000;
public override object Create(ActorInitializer init) { return new BuildableTerrainLayer(init.Self, this); }
}
public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, IRadarTerrainLayer, INotifyActorDisposing
{
readonly BuildableTerrainLayerInfo info;
readonly Dictionary<CPos, TerrainTile?> dirty = new Dictionary<CPos, TerrainTile?>();
readonly ITiledTerrainRenderer terrainRenderer;
readonly World world;
readonly CellLayer<int> strength;
readonly CellLayer<(Color, Color)> radarColor;
TerrainSpriteLayer render;
PaletteReference paletteReference;
bool disposed;
public BuildableTerrainLayer(Actor self, BuildableTerrainLayerInfo info)
{
this.info = info;
world = self.World;
strength = new CellLayer<int>(world.Map);
radarColor = new CellLayer<(Color, Color)>(world.Map);
terrainRenderer = self.Trait<ITiledTerrainRenderer>();
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
render = new TerrainSpriteLayer(w, wr, terrainRenderer.MissingTile, BlendMode.Alpha, wr.World.Type != WorldType.Editor);
paletteReference = wr.Palette(info.Palette);
}
public void AddTile(CPos cell, TerrainTile tile)
{
if (!strength.Contains(cell))
return;
var uv = cell.ToMPos(world.Map);
var tileInfo = world.Map.Rules.TerrainInfo.GetTerrainInfo(tile);
world.Map.CustomTerrain[uv] = tileInfo.TerrainType;
strength[uv] = info.MaxStrength;
radarColor[uv] = (tileInfo.GetColor(world.LocalRandom), tileInfo.GetColor(world.LocalRandom));
dirty[cell] = tile;
}
public void HitTile(CPos cell, int damage)
{
if (!strength.Contains(cell) || strength[cell] == 0)
return;
// Buildings (but not other actors) block damage to cells under their footprint
if (world.ActorMap.GetActorsAt(cell).Any(a => a.TraitOrDefault<Building>() != null))
return;
strength[cell] = strength[cell] - damage;
if (strength[cell] < 1)
RemoveTile(cell);
}
public void RemoveTile(CPos cell)
{
if (!strength.Contains(cell))
return;
var uv = cell.ToMPos(world.Map);
world.Map.CustomTerrain[uv] = byte.MaxValue;
strength[cell] = 0;
radarColor[uv] = (Color.Transparent, Color.Transparent);
dirty[cell] = null;
}
void ITickRender.TickRender(WorldRenderer wr, Actor self)
{
var remove = new List<CPos>();
foreach (var kv in dirty)
{
if (!self.World.FogObscures(kv.Key))
{
var tile = kv.Value;
if (tile.HasValue)
{
// Terrain tiles define their origin at the topleft
var s = terrainRenderer.TileSprite(tile.Value);
var ss = new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode);
render.Update(kv.Key, ss, paletteReference);
}
else
render.Clear(kv.Key);
remove.Add(kv.Key);
}
}
foreach (var r in remove)
dirty.Remove(r);
}
void IRenderOverlay.Render(WorldRenderer wr)
{
render.Draw(wr.Viewport);
}
event Action<CPos> IRadarTerrainLayer.CellEntryChanged
{
add => radarColor.CellEntryChanged += value;
remove => radarColor.CellEntryChanged -= value;
}
bool IRadarTerrainLayer.TryGetTerrainColorPair(MPos uv, out (Color Left, Color Right) value)
{
value = radarColor[uv];
return strength[uv] > 0;
}
void INotifyActorDisposing.Disposing(Actor self)
{
if (disposed)
return;
render.Dispose();
disposed = true;
}
}
}