Files
OpenRA/OpenRA.Mods.Common/Traits/World/SmudgeLayer.cs

172 lines
4.7 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.Collections.Generic;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
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 SmudgeLayerInfo : ITraitInfo
{
public readonly string Type = "Scorch";
[Desc("Sprite sequence name")]
public readonly string Sequence = "scorch";
public readonly int SmokePercentage = 25;
[Desc("Sprite sequence name")]
public readonly string SmokeType = "smoke_m";
[SequenceReference("SmokeType")] public readonly string SmokeSequence = "idle";
[PaletteReference] public readonly string SmokePalette = "effect";
[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
public object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
}
public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
{
struct Smudge
{
public string Type;
public int Depth;
public Sprite Sprite;
}
public readonly SmudgeLayerInfo Info;
readonly Dictionary<CPos, Smudge> tiles = new Dictionary<CPos, Smudge>();
readonly Dictionary<CPos, Smudge> dirty = new Dictionary<CPos, Smudge>();
readonly Dictionary<string, Sprite[]> smudges = new Dictionary<string, Sprite[]>();
readonly World world;
TerrainSpriteLayer render;
public SmudgeLayer(Actor self, SmudgeLayerInfo info)
{
Info = info;
world = self.World;
var types = world.Map.SequenceProvider.Sequences(Info.Sequence);
foreach (var t in types)
{
var seq = world.Map.SequenceProvider.GetSequence(Info.Sequence, t);
var sprites = Exts.MakeArray(seq.Length, x => seq.GetSprite(x));
smudges.Add(t, sprites);
}
}
public void WorldLoaded(World w, WorldRenderer wr)
{
var first = smudges.First().Value.First();
var sheet = first.Sheet;
if (smudges.Values.Any(sprites => sprites.Any(s => s.Sheet != sheet)))
throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
var blendMode = first.BlendMode;
if (smudges.Values.Any(sprites => sprites.Any(s => s.BlendMode != blendMode)))
throw new InvalidDataException("Smudges specify different blend modes. "
+ "Try using different smudge types for smudges that use different blend modes.");
render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), wr.World.Type != WorldType.Editor);
// Add map smudges
foreach (var s in w.Map.SmudgeDefinitions)
{
var name = s.Key;
var vals = name.Split(' ');
var type = vals[0];
if (!smudges.ContainsKey(type))
continue;
var loc = vals[1].Split(',');
var cell = new CPos(Exts.ParseIntegerInvariant(loc[0]), Exts.ParseIntegerInvariant(loc[1]));
var depth = Exts.ParseIntegerInvariant(vals[2]);
var smudge = new Smudge
{
Type = type,
Depth = depth,
Sprite = smudges[type][depth]
};
tiles.Add(cell, smudge);
render.Update(cell, smudge.Sprite);
}
}
public void AddSmudge(CPos loc)
{
if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
world.AddFrameEndTask(w => w.Add(new Smoke(w, world.Map.CenterOfCell(loc), Info.SmokeType, Info.SmokePalette, Info.SmokeSequence)));
if (!dirty.ContainsKey(loc) && !tiles.ContainsKey(loc))
{
// No smudge; create a new one
var st = smudges.Keys.Random(world.SharedRandom);
dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
}
else
{
// Existing smudge; make it deeper
var tile = dirty.ContainsKey(loc) ? dirty[loc] : tiles[loc];
var maxDepth = smudges[tile.Type].Length;
if (tile.Depth < maxDepth - 1)
{
tile.Depth++;
tile.Sprite = smudges[tile.Type][tile.Depth];
}
dirty[loc] = tile;
}
}
public void TickRender(WorldRenderer wr, Actor self)
{
var remove = new List<CPos>();
foreach (var kv in dirty)
{
if (!self.World.FogObscures(kv.Key))
{
tiles[kv.Key] = kv.Value;
render.Update(kv.Key, kv.Value.Sprite);
remove.Add(kv.Key);
}
}
foreach (var r in remove)
dirty.Remove(r);
}
public void Render(WorldRenderer wr)
{
render.Draw(wr.Viewport);
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
render.Dispose();
disposed = true;
}
}
}