Files
OpenRA/OpenRA.Mods.Common/Traits/World/ElevatedBridgeLayer.cs
reaperrr 81343926b6 Split Locomotor trait from Mobile
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
2018-05-03 10:49:21 +02:00

97 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ElevatedBridgeLayerInfo : ITraitInfo, Requires<DomainIndexInfo>, ILobbyCustomRulesIgnore
{
[Desc("Terrain type used by cells outside any elevated bridge footprint.")]
public readonly string ImpassableTerrainType = "Impassable";
public object Create(ActorInitializer init) { return new ElevatedBridgeLayer(init.Self, this); }
}
// For now this is mostly copies TerrainTunnelLayer. This will change once bridge destruction is implemented
public class ElevatedBridgeLayer : ICustomMovementLayer, IWorldLoaded
{
readonly Map map;
readonly CellLayer<WPos> cellCenters;
readonly CellLayer<byte> terrainIndices;
readonly HashSet<CPos> ends = new HashSet<CPos>();
bool enabled;
public ElevatedBridgeLayer(Actor self, ElevatedBridgeLayerInfo info)
{
map = self.World.Map;
cellCenters = new CellLayer<WPos>(map);
terrainIndices = new CellLayer<byte>(map);
terrainIndices.Clear(map.Rules.TileSet.GetTerrainIndex(info.ImpassableTerrainType));
}
public void WorldLoaded(World world, WorldRenderer wr)
{
var domainIndex = world.WorldActor.Trait<DomainIndex>();
var cellHeight = world.Map.CellHeightStep.Length;
foreach (var tti in world.WorldActor.Info.TraitInfos<ElevatedBridgePlaceholderInfo>())
{
enabled = true;
var terrain = map.Rules.TileSet.GetTerrainIndex(tti.TerrainType);
foreach (var c in tti.BridgeCells())
{
var uv = c.ToMPos(map);
terrainIndices[uv] = terrain;
var pos = map.CenterOfCell(c);
cellCenters[uv] = pos - new WVec(0, 0, pos.Z - cellHeight * tti.Height);
}
var end = tti.EndCells();
domainIndex.AddFixedConnection(end);
foreach (var c in end)
{
// Need to explicitly set both default and tunnel layers, otherwise the .Contains check will fail
ends.Add(new CPos(c.X, c.Y, 0));
ends.Add(new CPos(c.X, c.Y, CustomMovementLayerType.ElevatedBridge));
}
}
}
bool ICustomMovementLayer.EnabledForActor(ActorInfo a, LocomotorInfo li) { return enabled; }
byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.ElevatedBridge; } }
bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return true; } }
WPos ICustomMovementLayer.CenterOfCell(CPos cell)
{
return cellCenters[cell];
}
int ICustomMovementLayer.EntryMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
{
return ends.Contains(cell) ? 0 : int.MaxValue;
}
int ICustomMovementLayer.ExitMovementCost(ActorInfo a, LocomotorInfo li, CPos cell)
{
return ends.Contains(cell) ? 0 : int.MaxValue;
}
byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
{
return terrainIndices[cell];
}
}
}