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