Files
OpenRA/OpenRA.Mods.Common/Traits/Player/PlayerRadarTerrain.cs
2020-08-19 18:11:07 +01:00

103 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class PlayerRadarTerrainInfo : TraitInfo, Requires<ShroudInfo>
{
public override object Create(ActorInitializer init)
{
return new PlayerRadarTerrain(init.Self);
}
}
public class PlayerRadarTerrain : IWorldLoaded
{
public bool IsInitialized { get; private set; }
readonly World world;
CellLayer<(int, int)> terrainColor;
readonly Shroud shroud;
public event Action<MPos> CellTerrainColorChanged = null;
public PlayerRadarTerrain(Actor self)
{
world = self.World;
shroud = self.Trait<Shroud>();
shroud.OnShroudChanged += UpdateShroudCell;
}
void UpdateShroudCell(PPos puv)
{
var uvs = world.Map.Unproject(puv);
foreach (var uv in uvs)
UpdateTerrainCell(uv);
}
void UpdateTerrainCell(MPos uv)
{
if (!world.Map.CustomTerrain.Contains(uv))
return;
if (shroud.IsVisible(uv))
UpdateTerrainCellColor(uv);
}
void UpdateTerrainCellColor(MPos uv)
{
terrainColor[uv] = GetColor(world.Map, uv);
CellTerrainColorChanged?.Invoke(uv);
}
public void WorldLoaded(World w, WorldRenderer wr)
{
terrainColor = new CellLayer<(int, int)>(w.Map);
w.AddFrameEndTask(_ =>
{
// Set initial terrain data
foreach (var uv in world.Map.AllCells.MapCoords)
UpdateTerrainCellColor(uv);
world.Map.Tiles.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
world.Map.CustomTerrain.CellEntryChanged += cell => UpdateTerrainCell(cell.ToMPos(world.Map));
IsInitialized = true;
});
}
public (int Left, int Right) this[MPos uv]
{
get { return terrainColor[uv]; }
}
public static (int Left, int Right) GetColor(Map map, MPos uv)
{
var custom = map.CustomTerrain[uv];
if (custom != byte.MaxValue)
{
var c = map.Rules.TileSet[custom].Color.ToArgb();
return (c, c);
}
var tc = map.GetTerrainColorPair(uv);
return (tc.Left.ToArgb(), tc.Right.ToArgb());
}
}
}