226 lines
6.1 KiB
C#
226 lines
6.1 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.IO;
|
|
using System.Linq;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
using CellContents = ResourceLayer.CellContents;
|
|
|
|
[Desc("Required for the map editor to work. Attach this to the world actor.")]
|
|
public class EditorResourceLayerInfo : ITraitInfo, Requires<ResourceTypeInfo>
|
|
{
|
|
public virtual object Create(ActorInitializer init) { return new EditorResourceLayer(init.Self); }
|
|
}
|
|
|
|
public class EditorResourceLayer : IWorldLoaded, IRenderOverlay, INotifyActorDisposing
|
|
{
|
|
protected readonly Map Map;
|
|
protected readonly TileSet Tileset;
|
|
protected readonly Dictionary<int, ResourceType> Resources;
|
|
protected readonly CellLayer<EditorCellContents> Tiles;
|
|
protected readonly HashSet<CPos> Dirty = new HashSet<CPos>();
|
|
|
|
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
|
|
|
|
public int NetWorth { get; protected set; }
|
|
|
|
bool disposed;
|
|
|
|
public EditorResourceLayer(Actor self)
|
|
{
|
|
if (self.World.Type != WorldType.Editor)
|
|
return;
|
|
|
|
Map = self.World.Map;
|
|
Tileset = self.World.Map.Rules.TileSet;
|
|
|
|
Tiles = new CellLayer<EditorCellContents>(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);
|
|
|
|
// 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 res = r;
|
|
var layer = spriteLayers.GetOrAdd(r.Value.Palette, pal =>
|
|
{
|
|
var first = res.Value.Variants.First().Value.First();
|
|
return new TerrainSpriteLayer(w, wr, first.Sheet, first.BlendMode, pal, false);
|
|
});
|
|
|
|
// Validate that sprites are compatible with this layer
|
|
var sheet = layer.Sheet;
|
|
if (res.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 (res.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.");
|
|
}
|
|
}
|
|
|
|
public void UpdateCell(CPos cell)
|
|
{
|
|
var uv = cell.ToMPos(Map);
|
|
var tile = Map.Resources[uv];
|
|
|
|
var t = Tiles[cell];
|
|
if (t.Density > 0)
|
|
NetWorth -= (t.Density + 1) * t.Type.Info.ValuePerUnit;
|
|
|
|
ResourceType type;
|
|
if (Resources.TryGetValue(tile.Type, out type))
|
|
{
|
|
Tiles[uv] = new EditorCellContents
|
|
{
|
|
Type = type,
|
|
Variant = ChooseRandomVariant(type),
|
|
};
|
|
|
|
Map.CustomTerrain[uv] = Tileset.GetTerrainIndex(type.Info.TerrainType);
|
|
}
|
|
else
|
|
{
|
|
Tiles[uv] = EditorCellContents.Empty;
|
|
Map.CustomTerrain[uv] = byte.MaxValue;
|
|
}
|
|
|
|
// Ingame resource rendering is a giant hack (#6395),
|
|
// so we must also touch all the neighbouring tiles
|
|
Dirty.Add(cell);
|
|
foreach (var d in CVec.Directions)
|
|
Dirty.Add(cell + d);
|
|
}
|
|
|
|
protected virtual string ChooseRandomVariant(ResourceType t)
|
|
{
|
|
return t.Variants.Keys.Random(Game.CosmeticRandom);
|
|
}
|
|
|
|
public int ResourceDensityAt(CPos c)
|
|
{
|
|
// Set density based on the number of neighboring resources
|
|
var adjacent = 0;
|
|
var type = Tiles[c].Type;
|
|
var resources = Map.Resources;
|
|
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);
|
|
}
|
|
|
|
public virtual EditorCellContents UpdateDirtyTile(CPos c)
|
|
{
|
|
var t = Tiles[c];
|
|
var type = t.Type;
|
|
|
|
// Empty tile
|
|
if (type == null)
|
|
{
|
|
t.Sprite = null;
|
|
return t;
|
|
}
|
|
|
|
// Density + 1 as workaround for fixing ResourceLayer.Harvest as it would be very disruptive to balancing
|
|
if (t.Density > 0)
|
|
NetWorth -= (t.Density + 1) * type.Info.ValuePerUnit;
|
|
|
|
// Set density based on the number of neighboring resources
|
|
t.Density = ResourceDensityAt(c);
|
|
|
|
NetWorth += (t.Density + 1) * type.Info.ValuePerUnit;
|
|
|
|
var sprites = type.Variants[t.Variant];
|
|
var frame = int2.Lerp(0, sprites.Length - 1, t.Density, type.Info.MaxDensity);
|
|
t.Sprite = sprites[frame];
|
|
|
|
return t;
|
|
}
|
|
|
|
void IRenderOverlay.Render(WorldRenderer wr)
|
|
{
|
|
if (wr.World.Type != WorldType.Editor)
|
|
return;
|
|
|
|
foreach (var c in Dirty)
|
|
{
|
|
if (Tiles.Contains(c))
|
|
{
|
|
var resource = UpdateDirtyTile(c);
|
|
Tiles[c] = resource;
|
|
|
|
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(c, resource.Sprite);
|
|
else
|
|
kv.Value.Update(c, null);
|
|
}
|
|
}
|
|
}
|
|
|
|
Dirty.Clear();
|
|
|
|
foreach (var l in spriteLayers.Values)
|
|
l.Draw(wr.Viewport);
|
|
}
|
|
|
|
void INotifyActorDisposing.Disposing(Actor self)
|
|
{
|
|
if (disposed)
|
|
return;
|
|
|
|
foreach (var kv in spriteLayers.Values)
|
|
kv.Dispose();
|
|
|
|
Map.Resources.CellEntryChanged -= UpdateCell;
|
|
|
|
disposed = true;
|
|
}
|
|
}
|
|
|
|
public struct EditorCellContents
|
|
{
|
|
public static readonly EditorCellContents Empty = default(EditorCellContents);
|
|
public ResourceType Type;
|
|
public int Density;
|
|
public string Variant;
|
|
public Sprite Sprite;
|
|
}
|
|
}
|