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

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