Add GrantConditionOn*Layer traits This allows to - drop some booleans from Locomotor - drop a good part of the subterranean- and jumpjet-specific code/hacks from Mobile - grant more than 1 condition per layer type (via multiple traits) - easily add more traits of this kind for other layers
97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.Collections.Generic;
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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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public class ElevatedBridgeLayerInfo : ITraitInfo, Requires<DomainIndexInfo>, ILobbyCustomRulesIgnore
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{
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[Desc("Terrain type used by cells outside any elevated bridge footprint.")]
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public readonly string ImpassableTerrainType = "Impassable";
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public object Create(ActorInitializer init) { return new ElevatedBridgeLayer(init.Self, this); }
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}
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// For now this is mostly copies TerrainTunnelLayer. This will change once bridge destruction is implemented
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public class ElevatedBridgeLayer : ICustomMovementLayer, IWorldLoaded
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{
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readonly Map map;
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readonly CellLayer<WPos> cellCenters;
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readonly CellLayer<byte> terrainIndices;
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readonly HashSet<CPos> ends = new HashSet<CPos>();
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bool enabled;
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public ElevatedBridgeLayer(Actor self, ElevatedBridgeLayerInfo info)
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{
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map = self.World.Map;
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cellCenters = new CellLayer<WPos>(map);
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terrainIndices = new CellLayer<byte>(map);
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terrainIndices.Clear(map.Rules.TileSet.GetTerrainIndex(info.ImpassableTerrainType));
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}
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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var domainIndex = world.WorldActor.Trait<DomainIndex>();
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var cellHeight = world.Map.CellHeightStep.Length;
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foreach (var tti in world.WorldActor.Info.TraitInfos<ElevatedBridgePlaceholderInfo>())
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{
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enabled = true;
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var terrain = map.Rules.TileSet.GetTerrainIndex(tti.TerrainType);
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foreach (var c in tti.BridgeCells())
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{
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var uv = c.ToMPos(map);
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terrainIndices[uv] = terrain;
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var pos = map.CenterOfCell(c);
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cellCenters[uv] = pos - new WVec(0, 0, pos.Z - cellHeight * tti.Height);
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}
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var end = tti.EndCells();
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domainIndex.AddFixedConnection(end);
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foreach (var c in end)
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{
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// Need to explicitly set both default and tunnel layers, otherwise the .Contains check will fail
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ends.Add(new CPos(c.X, c.Y, 0));
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ends.Add(new CPos(c.X, c.Y, CustomMovementLayerType.ElevatedBridge));
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}
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}
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}
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bool ICustomMovementLayer.EnabledForActor(ActorInfo a, LocomotorInfo li) { return enabled; }
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byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.ElevatedBridge; } }
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bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return true; } }
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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return cellCenters[cell];
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}
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int ICustomMovementLayer.EntryMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
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{
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return ends.Contains(cell) ? 0 : int.MaxValue;
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}
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int ICustomMovementLayer.ExitMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
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{
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return ends.Contains(cell) ? 0 : int.MaxValue;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndices[cell];
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}
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}
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}
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