214 lines
5.5 KiB
C#
214 lines
5.5 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.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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public struct ResourceLayerContents
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{
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public static readonly ResourceLayerContents Empty = default(ResourceLayerContents);
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public ResourceType Type;
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public int Density;
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}
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public interface IResourceLayerInfo : ITraitInfoInterface { }
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[RequireExplicitImplementation]
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public interface IResourceLayer
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{
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event Action<CPos, ResourceType> CellChanged;
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ResourceLayerContents GetResource(CPos cell);
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bool IsVisible(CPos cell);
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}
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[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
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public class ResourceLayerInfo : TraitInfo, IResourceLayerInfo, Requires<ResourceTypeInfo>, Requires<BuildingInfluenceInfo>
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{
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public override object Create(ActorInitializer init) { return new ResourceLayer(init.Self); }
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}
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public class ResourceLayer : IResourceLayer, IWorldLoaded
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{
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readonly World world;
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readonly BuildingInfluence buildingInfluence;
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protected readonly CellLayer<ResourceLayerContents> Content;
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public bool IsResourceLayerEmpty { get { return resCells < 1; } }
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int resCells;
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public event Action<CPos, ResourceType> CellChanged;
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public ResourceLayer(Actor self)
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{
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world = self.World;
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buildingInfluence = self.Trait<BuildingInfluence>();
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Content = new CellLayer<ResourceLayerContents>(world.Map);
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}
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int GetAdjacentCellsWith(ResourceType t, CPos cell)
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{
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var sum = 0;
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var directions = CVec.Directions;
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for (var i = 0; i < directions.Length; i++)
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{
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var c = cell + directions[i];
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if (Content.Contains(c) && Content[c].Type == t)
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++sum;
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}
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return sum;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var resources = w.WorldActor.TraitsImplementing<ResourceType>()
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.ToDictionary(r => r.Info.ResourceType, r => r);
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foreach (var cell in w.Map.AllCells)
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{
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if (!resources.TryGetValue(w.Map.Resources[cell].Type, out var t))
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continue;
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if (!AllowResourceAt(t, cell))
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continue;
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Content[cell] = CreateResourceCell(t, cell);
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}
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foreach (var cell in w.Map.AllCells)
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{
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var type = GetResourceType(cell);
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if (type != null)
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{
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// Set initial density based on the number of neighboring resources
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// Adjacent includes the current cell, so is always >= 1
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var adjacent = GetAdjacentCellsWith(type, cell);
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var density = int2.Lerp(0, type.Info.MaxDensity, adjacent, 9);
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var temp = Content[cell];
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temp.Density = Math.Max(density, 1);
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Content[cell] = temp;
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}
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}
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}
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public bool AllowResourceAt(ResourceType rt, CPos cell)
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{
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if (!world.Map.Contains(cell))
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return false;
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if (!rt.Info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
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return false;
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if (!rt.Info.AllowUnderActors && world.ActorMap.AnyActorsAt(cell))
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return false;
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if (!rt.Info.AllowUnderBuildings && buildingInfluence.GetBuildingAt(cell) != null)
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return false;
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return rt.Info.AllowOnRamps || world.Map.Ramp[cell] == 0;
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}
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public bool CanSpawnResourceAt(ResourceType newResourceType, CPos cell)
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{
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if (!world.Map.Contains(cell))
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return false;
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var currentResourceType = GetResourceType(cell);
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return (currentResourceType == newResourceType && !IsFull(cell))
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|| (currentResourceType == null && AllowResourceAt(newResourceType, cell));
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}
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ResourceLayerContents CreateResourceCell(ResourceType t, CPos cell)
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{
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world.Map.CustomTerrain[cell] = world.Map.Rules.TileSet.GetTerrainIndex(t.Info.TerrainType);
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++resCells;
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return new ResourceLayerContents
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{
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Type = t
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};
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}
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public void AddResource(ResourceType t, CPos p, int n)
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{
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var cell = Content[p];
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if (cell.Type == null)
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cell = CreateResourceCell(t, p);
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if (cell.Type != t)
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return;
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cell.Density = Math.Min(cell.Type.Info.MaxDensity, cell.Density + n);
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Content[p] = cell;
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CellChanged?.Invoke(p, cell.Type);
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}
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public bool IsFull(CPos cell)
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{
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var cellContents = Content[cell];
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return cellContents.Density == cellContents.Type.Info.MaxDensity;
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}
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public ResourceType Harvest(CPos cell)
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{
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var c = Content[cell];
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if (c.Type == null)
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return null;
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if (--c.Density < 0)
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{
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Content[cell] = ResourceLayerContents.Empty;
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world.Map.CustomTerrain[cell] = byte.MaxValue;
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--resCells;
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}
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else
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Content[cell] = c;
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CellChanged?.Invoke(cell, c.Type);
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return c.Type;
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}
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public void Destroy(CPos cell)
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{
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// Don't break other users of CustomTerrain if there are no resources
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var c = Content[cell];
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if (c.Type == null)
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return;
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--resCells;
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// Clear cell
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Content[cell] = ResourceLayerContents.Empty;
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world.Map.CustomTerrain[cell] = byte.MaxValue;
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CellChanged?.Invoke(cell, c.Type);
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}
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public ResourceType GetResourceType(CPos cell) { return Content[cell].Type; }
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public int GetResourceDensity(CPos cell) { return Content[cell].Density; }
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ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Content[cell]; }
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bool IResourceLayer.IsVisible(CPos cell) { return !world.FogObscures(cell); }
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}
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}
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