Files
OpenRA/OpenRA.Mods.Common/Traits/World/ResourceLayer.cs
2015-12-25 19:37:55 +01:00

312 lines
8.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
public class ResourceLayerInfo : ITraitInfo, Requires<ResourceTypeInfo>, Requires<BuildingInfluenceInfo>
{
public virtual object Create(ActorInitializer init) { return new ResourceLayer(init.Self); }
}
public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
{
static readonly CellContents EmptyCell = new CellContents();
readonly World world;
readonly BuildingInfluence buildingInfluence;
readonly HashSet<CPos> dirty = new HashSet<CPos>();
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
protected readonly CellLayer<CellContents> Content;
protected readonly CellLayer<CellContents> RenderContent;
public ResourceLayer(Actor self)
{
world = self.World;
buildingInfluence = self.Trait<BuildingInfluence>();
Content = new CellLayer<CellContents>(world.Map);
RenderContent = new CellLayer<CellContents>(world.Map);
RenderContent.CellEntryChanged += UpdateSpriteLayers;
}
void UpdateSpriteLayers(CPos cell)
{
var resource = RenderContent[cell];
foreach (var kv in spriteLayers)
{
// resource.Type is meaningless (and may be null) if resource.Sprite is null
if (resource.Sprite != null && resource.Type.Palette == kv.Key)
kv.Value.Update(cell, resource.Sprite);
else
kv.Value.Update(cell, null);
}
}
public void Render(WorldRenderer wr)
{
foreach (var kv in spriteLayers.Values)
kv.Draw(wr.Viewport);
}
int GetAdjacentCellsWith(ResourceType t, CPos cell)
{
var sum = 0;
for (var u = -1; u < 2; u++)
{
for (var v = -1; v < 2; v++)
{
var c = cell + new CVec(u, v);
if (Content.Contains(c) && Content[c].Type == t)
++sum;
}
}
return sum;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
var resources = w.WorldActor.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
// Build the sprite layer dictionary for rendering resources
// All resources that have the same palette must also share a sheet and blend mode
foreach (var r in resources)
{
var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
{
var first = r.Value.Variants.First().Value.First();
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, wr.World.Type != WorldType.Editor);
});
// Validate that sprites are compatible with this layer
var sheet = layer.Sheet;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.Sheet != sheet)))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = layer.BlendMode;
if (r.Value.Variants.Any(kv => kv.Value.Any(s => s.BlendMode != blendMode)))
throw new InvalidDataException("Resource sprites specify different blend modes. "
+ "Try using different palettes for resource types that use different blend modes.");
}
foreach (var cell in w.Map.AllCells)
{
ResourceType t;
if (!resources.TryGetValue(w.Map.MapResources.Value[cell].Type, out t))
continue;
if (!AllowResourceAt(t, cell))
continue;
Content[cell] = CreateResourceCell(t, cell);
}
foreach (var cell in w.Map.AllCells)
{
var type = Content[cell].Type;
if (type != null)
{
// Set initial density based on the number of neighboring resources
// Adjacent includes the current cell, so is always >= 1
var adjacent = GetAdjacentCellsWith(type, cell);
var density = int2.Lerp(0, type.Info.MaxDensity, adjacent, 9);
var temp = Content[cell];
temp.Density = Math.Max(density, 1);
// Initialize the RenderContent with the initial map state
// because the shroud may not be enabled.
RenderContent[cell] = Content[cell] = temp;
UpdateRenderedSprite(cell);
}
}
}
protected virtual void UpdateRenderedSprite(CPos cell)
{
var t = RenderContent[cell];
if (t.Density > 0)
{
var sprites = t.Type.Variants[t.Variant];
var frame = int2.Lerp(0, sprites.Length - 1, t.Density, t.Type.Info.MaxDensity);
t.Sprite = sprites[frame];
}
else
t.Sprite = null;
RenderContent[cell] = t;
}
protected virtual string ChooseRandomVariant(ResourceType t)
{
return t.Variants.Keys.Random(Game.CosmeticRandom);
}
public void TickRender(WorldRenderer wr, Actor self)
{
var remove = new List<CPos>();
foreach (var c in dirty)
{
if (!self.World.FogObscures(c))
{
RenderContent[c] = Content[c];
UpdateRenderedSprite(c);
remove.Add(c);
}
}
foreach (var r in remove)
dirty.Remove(r);
}
public bool AllowResourceAt(ResourceType rt, CPos cell)
{
if (!world.Map.Contains(cell))
return false;
if (!rt.Info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
return false;
if (!rt.Info.AllowUnderActors && world.ActorMap.AnyActorsAt(cell))
return false;
if (!rt.Info.AllowUnderBuildings && buildingInfluence.GetBuildingAt(cell) != null)
return false;
if (!rt.Info.AllowOnRamps)
{
var tile = world.Map.MapTiles.Value[cell];
var tileInfo = world.TileSet.GetTileInfo(tile);
if (tileInfo != null && tileInfo.RampType > 0)
return false;
}
return true;
}
public bool CanSpawnResourceAt(ResourceType newResourceType, CPos cell)
{
if (!world.Map.Contains(cell))
return false;
var currentResourceType = GetResource(cell);
return (currentResourceType == newResourceType && !IsFull(cell))
|| (currentResourceType == null && AllowResourceAt(newResourceType, cell));
}
CellContents CreateResourceCell(ResourceType t, CPos cell)
{
world.Map.CustomTerrain[cell] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
return new CellContents
{
Type = t,
Variant = ChooseRandomVariant(t),
};
}
public void AddResource(ResourceType t, CPos p, int n)
{
var cell = Content[p];
if (cell.Type == null)
cell = CreateResourceCell(t, p);
if (cell.Type != t)
return;
cell.Density = Math.Min(cell.Type.Info.MaxDensity, cell.Density + n);
Content[p] = cell;
dirty.Add(p);
}
public bool IsFull(CPos cell)
{
return Content[cell].Density == Content[cell].Type.Info.MaxDensity;
}
public ResourceType Harvest(CPos cell)
{
var c = Content[cell];
if (c.Type == null)
return null;
if (--c.Density < 0)
{
Content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = byte.MaxValue;
}
else
Content[cell] = c;
dirty.Add(cell);
return c.Type;
}
public void Destroy(CPos cell)
{
// Don't break other users of CustomTerrain if there are no resources
if (Content[cell].Type == null)
return;
// Clear cell
Content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = byte.MaxValue;
dirty.Add(cell);
}
public ResourceType GetResource(CPos cell) { return Content[cell].Type; }
public ResourceType GetRenderedResource(CPos cell) { return RenderContent[cell].Type; }
public int GetResourceDensity(CPos cell) { return Content[cell].Density; }
public int GetMaxResourceDensity(CPos cell)
{
if (Content[cell].Type == null)
return 0;
return Content[cell].Type.Info.MaxDensity;
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
foreach (var kv in spriteLayers.Values)
kv.Dispose();
RenderContent.CellEntryChanged -= UpdateSpriteLayers;
disposed = true;
}
public struct CellContents
{
public static readonly CellContents Empty = new CellContents();
public ResourceType Type;
public int Density;
public string Variant;
public Sprite Sprite;
}
}
}