159 lines
4.4 KiB
C#
159 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Required for the map editor to work. Attach this to the world actor.")]
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public class EditorResourceLayerInfo : TraitInfo, IResourceLayerInfo, Requires<ResourceTypeInfo>
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{
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public override object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self); }
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}
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public class EditorResourceLayer : IResourceLayer, IWorldLoaded, INotifyActorDisposing
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{
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protected readonly Map Map;
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protected readonly TileSet Tileset;
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protected readonly Dictionary<int, ResourceType> Resources;
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protected readonly CellLayer<ResourceLayerContents> Tiles;
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public int NetWorth { get; protected set; }
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bool disposed;
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public event Action<CPos, ResourceType> CellChanged;
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ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Tiles[cell]; }
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bool IResourceLayer.IsVisible(CPos cell) { return Map.Contains(cell); }
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public EditorResourceLayer(Actor self)
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{
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if (self.World.Type != WorldType.Editor)
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return;
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Map = self.World.Map;
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Tileset = self.World.Map.Rules.TileSet;
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Tiles = new CellLayer<ResourceLayerContents>(Map);
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Resources = self.TraitsImplementing<ResourceType>()
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.ToDictionary(r => r.Info.ResourceType, r => r);
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Map.Resources.CellEntryChanged += UpdateCell;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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if (w.Type != WorldType.Editor)
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return;
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foreach (var cell in Map.AllCells)
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UpdateCell(cell);
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}
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public void UpdateCell(CPos cell)
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{
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var uv = cell.ToMPos(Map);
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if (!Map.Resources.Contains(uv))
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return;
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var tile = Map.Resources[uv];
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var t = Tiles[uv];
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var newTile = ResourceLayerContents.Empty;
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var newTerrain = byte.MaxValue;
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if (Resources.TryGetValue(tile.Type, out var type))
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{
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newTile = new ResourceLayerContents
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{
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Type = type,
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Density = CalculateCellDensity(type, cell)
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};
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newTerrain = Tileset.GetTerrainIndex(type.Info.TerrainType);
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}
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// Nothing has changed
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if (newTile.Type == t.Type && newTile.Density == t.Density)
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return;
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UpdateNetWorth(t.Type, t.Density, newTile.Type, newTile.Density);
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Tiles[uv] = newTile;
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Map.CustomTerrain[uv] = newTerrain;
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CellChanged?.Invoke(cell, type);
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// Neighbouring cell density depends on this cell
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foreach (var d in CVec.Directions)
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{
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var neighbouringCell = cell + d;
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if (!Tiles.Contains(neighbouringCell))
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continue;
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var neighbouringTile = Tiles[neighbouringCell];
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var density = CalculateCellDensity(neighbouringTile.Type, neighbouringCell);
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if (neighbouringTile.Density == density)
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continue;
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UpdateNetWorth(neighbouringTile.Type, neighbouringTile.Density, neighbouringTile.Type, density);
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neighbouringTile.Density = density;
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Tiles[neighbouringCell] = neighbouringTile;
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CellChanged?.Invoke(neighbouringCell, type);
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}
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}
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void UpdateNetWorth(ResourceType oldType, int oldDensity, ResourceType newType, int newDensity)
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{
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// Density + 1 as workaround for fixing ResourceLayer.Harvest as it would be very disruptive to balancing
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if (oldType != null && oldDensity > 0)
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NetWorth -= (oldDensity + 1) * oldType.Info.ValuePerUnit;
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if (newType != null && newDensity > 0)
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NetWorth += (newDensity + 1) * newType.Info.ValuePerUnit;
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}
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public int CalculateCellDensity(ResourceType type, CPos c)
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{
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var resources = Map.Resources;
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if (type == null || resources[c].Type != type.Info.ResourceType)
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return 0;
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// Set density based on the number of neighboring resources
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var adjacent = 0;
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for (var u = -1; u < 2; u++)
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{
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for (var v = -1; v < 2; v++)
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{
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var cell = c + new CVec(u, v);
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if (resources.Contains(cell) && resources[cell].Type == type.Info.ResourceType)
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adjacent++;
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}
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}
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return Math.Max(int2.Lerp(0, type.Info.MaxDensity, adjacent, 9), 1);
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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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Map.Resources.CellEntryChanged -= UpdateCell;
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disposed = true;
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}
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}
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}
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