Files
OpenRA/OpenRA.Mods.Common/Traits/World/BuildableTerrainOverlay.cs
2021-07-01 12:41:06 +01:00

107 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.EditorWorld)]
public class BuildableTerrainOverlayInfo : TraitInfo
{
[FieldLoader.Require]
public readonly HashSet<string> AllowedTerrainTypes = null;
[PaletteReference]
[Desc("Palette to use for rendering the sprite.")]
public readonly string Palette = TileSet.TerrainPaletteInternalName;
[Desc("Sprite definition.")]
public readonly string Image = "overlay";
[SequenceReference("Image")]
[Desc("Sequence to use for unbuildable area.")]
public readonly string Sequence = "build-invalid";
[Desc("Custom opacity to apply to the overlay sprite.")]
public readonly float Alpha = 1f;
public override object Create(ActorInitializer init)
{
return new BuildableTerrainOverlay(init.Self, this);
}
}
public class BuildableTerrainOverlay : IRenderAboveWorld, IWorldLoaded, INotifyActorDisposing
{
readonly BuildableTerrainOverlayInfo info;
readonly World world;
readonly Sprite disabledSprite;
public bool Enabled = false;
TerrainSpriteLayer render;
PaletteReference palette;
bool disposed;
public BuildableTerrainOverlay(Actor self, BuildableTerrainOverlayInfo info)
{
this.info = info;
world = self.World;
var rules = self.World.Map.Rules;
disabledSprite = rules.Sequences.GetSequence(info.Image, info.Sequence).GetSprite(0);
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
render = new TerrainSpriteLayer(w, wr, disabledSprite, BlendMode.Alpha, wr.World.Type != WorldType.Editor);
world.Map.Tiles.CellEntryChanged += UpdateTerrainCell;
world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
var cells = w.Map.AllCells.Where(c => w.Map.Contains(c) &&
!info.AllowedTerrainTypes.Contains(w.Map.GetTerrainInfo(c).Type)).ToHashSet();
palette = wr.Palette(info.Palette);
foreach (var cell in cells)
UpdateTerrainCell(cell);
}
void UpdateTerrainCell(CPos cell)
{
if (!world.Map.Contains(cell))
return;
if (!info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
render.Update(cell, disabledSprite, palette, 1f, info.Alpha);
}
void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
{
if (Enabled)
render.Draw(wr.Viewport);
}
void INotifyActorDisposing.Disposing(Actor self)
{
if (disposed)
return;
render.Dispose();
disposed = true;
}
}
}