Files
OpenRA/OpenRA.Mods.Common/Traits/World/ResourceLayer.cs
2025-03-29 16:54:56 +02:00

307 lines
9.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public readonly struct ResourceLayerContents
{
public static readonly ResourceLayerContents Empty = default;
public readonly string Type;
public readonly int Density;
public ResourceLayerContents(string type, int density)
{
Type = type;
Density = density;
}
}
[TraitLocation(SystemActors.World)]
[Desc("Attach this to the world actor.")]
public class ResourceLayerInfo : TraitInfo, IResourceLayerInfo, Requires<BuildingInfluenceInfo>
{
public class ResourceTypeInfo
{
[FieldLoader.Require]
[Desc("Resource index in the binary map data.")]
public readonly byte ResourceIndex = 0;
[FieldLoader.Require]
[Desc("Terrain type used to determine unit movement and minimap colors.")]
public readonly string TerrainType = null;
[FieldLoader.Require]
[Desc("Terrain types that this resource can spawn on.")]
public readonly HashSet<string> AllowedTerrainTypes = null;
[Desc("Maximum number of resource units allowed in a single cell.")]
public readonly int MaxDensity = 10;
public ResourceTypeInfo(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
}
[FieldLoader.LoadUsing(nameof(LoadResourceTypes))]
public readonly Dictionary<string, ResourceTypeInfo> ResourceTypes = null;
[Desc("Override the density saved in maps with values calculated based on the number of neighbouring resource cells.")]
public readonly bool RecalculateResourceDensity = false;
// Copied to EditorResourceLayerInfo, ResourceRendererInfo
protected static object LoadResourceTypes(MiniYaml yaml)
{
var ret = new Dictionary<string, ResourceTypeInfo>();
var resources = yaml.NodeWithKeyOrDefault("ResourceTypes");
if (resources != null)
foreach (var r in resources.Value.Nodes)
ret[r.Key] = new ResourceTypeInfo(r.Value);
return ret;
}
bool IResourceLayerInfo.TryGetTerrainType(string resourceType, out string terrainType)
{
if (resourceType == null || !ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
{
terrainType = null;
return false;
}
terrainType = resourceInfo.TerrainType;
return true;
}
bool IResourceLayerInfo.TryGetResourceIndex(string resourceType, out byte index)
{
if (resourceType == null || !ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
{
index = 0;
return false;
}
index = resourceInfo.ResourceIndex;
return true;
}
public override object Create(ActorInitializer init) { return new ResourceLayer(init.Self, this); }
}
public class ResourceLayer : IResourceLayer, IWorldLoaded
{
readonly ResourceLayerInfo info;
readonly World world;
protected readonly Map Map;
protected readonly BuildingInfluence BuildingInfluence;
protected readonly CellLayer<ResourceLayerContents> Content;
protected readonly Dictionary<byte, string> ResourceTypesByIndex;
int resCells;
public event Action<CPos, string> CellChanged;
public ResourceLayer(Actor self, ResourceLayerInfo info)
{
this.info = info;
world = self.World;
Map = world.Map;
BuildingInfluence = self.Trait<BuildingInfluence>();
Content = new CellLayer<ResourceLayerContents>(Map);
ResourceTypesByIndex = info.ResourceTypes.ToDictionary(
kv => kv.Value.ResourceIndex,
kv => kv.Key);
}
protected virtual void WorldLoaded(World w, WorldRenderer wr)
{
foreach (var cell in w.Map.AllCells)
{
var resource = world.Map.Resources[cell];
if (!ResourceTypesByIndex.TryGetValue(resource.Type, out var resourceType))
continue;
if (!AllowResourceAt(resourceType, cell))
continue;
Content[cell] = CreateResourceCell(resourceType, cell, resource.Index);
}
if (!info.RecalculateResourceDensity)
return;
// Set initial density based on the number of neighboring resources
foreach (var cell in w.Map.AllCells)
{
var resource = Content[cell];
if (resource.Type == null || !info.ResourceTypes.TryGetValue(resource.Type, out var resourceInfo))
continue;
var adjacent = 0;
var directions = CVec.Directions;
for (var i = 0; i < directions.Length; i++)
{
var c = cell + directions[i];
if (Content.Contains(c) && Content[c].Type == resource.Type)
++adjacent;
}
// We need to have at least one resource in the cell.
// HACK: we should not be lerping to 9, as maximum adjacent resources is 8.
// HACK: it's too disruptive to fix.
var density = Math.Max(int2.Lerp(0, resourceInfo.MaxDensity, adjacent, 9), 1);
Content[cell] = new ResourceLayerContents(resource.Type, density);
}
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr) { WorldLoaded(w, wr); }
protected virtual bool AllowResourceAt(string resourceType, CPos cell)
{
if (!Map.Contains(cell) || Map.Ramp[cell] != 0)
return false;
if (resourceType == null || !info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
return false;
if (!resourceInfo.AllowedTerrainTypes.Contains(Map.GetTerrainInfo(cell).Type))
return false;
return !BuildingInfluence.AnyBuildingAt(cell);
}
ResourceLayerContents CreateResourceCell(string resourceType, CPos cell, int density)
{
if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
{
world.Map.CustomTerrain[cell] = byte.MaxValue;
return ResourceLayerContents.Empty;
}
world.Map.CustomTerrain[cell] = world.Map.Rules.TerrainInfo.GetTerrainIndex(resourceInfo.TerrainType);
++resCells;
return new ResourceLayerContents(resourceType, density.Clamp(1, resourceInfo.MaxDensity));
}
bool CanAddResource(string resourceType, CPos cell, int amount = 1)
{
if (!world.Map.Contains(cell))
return false;
if (resourceType == null || !info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
return false;
var content = Content[cell];
if (content.Type == null)
return amount <= resourceInfo.MaxDensity && AllowResourceAt(resourceType, cell);
if (content.Type != resourceType)
return false;
return content.Density + amount <= resourceInfo.MaxDensity;
}
int AddResource(string resourceType, CPos cell, int amount = 1)
{
if (!Content.Contains(cell))
return 0;
if (resourceType == null || !info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
return 0;
var content = Content[cell];
if (content.Type == null)
content = CreateResourceCell(resourceType, cell, 0);
if (content.Type != resourceType)
return 0;
var oldDensity = content.Density;
var density = Math.Min(resourceInfo.MaxDensity, oldDensity + amount);
Content[cell] = new ResourceLayerContents(content.Type, density);
CellChanged?.Invoke(cell, content.Type);
return density - oldDensity;
}
int RemoveResource(string resourceType, CPos cell, int amount = 1)
{
if (!Content.Contains(cell))
return 0;
var content = Content[cell];
if (content.Type == null || content.Type != resourceType)
return 0;
var oldDensity = content.Density;
var density = Math.Max(0, oldDensity - amount);
if (density == 0)
{
Content[cell] = ResourceLayerContents.Empty;
Map.CustomTerrain[cell] = byte.MaxValue;
--resCells;
CellChanged?.Invoke(cell, null);
}
else
{
Content[cell] = new ResourceLayerContents(content.Type, density);
CellChanged?.Invoke(cell, content.Type);
}
return oldDensity - density;
}
void ClearResources(CPos cell)
{
if (!Content.Contains(cell))
return;
// Don't break other users of CustomTerrain if there are no resources
var content = Content[cell];
if (content.Type == null)
return;
Content[cell] = ResourceLayerContents.Empty;
Map.CustomTerrain[cell] = byte.MaxValue;
--resCells;
CellChanged?.Invoke(cell, null);
}
ResourceLayerContents IResourceLayer.GetResource(CPos cell) { return Content.Contains(cell) ? Content[cell] : default; }
int IResourceLayer.GetMaxDensity(string resourceType)
{
if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
return 0;
return resourceInfo.MaxDensity;
}
bool IResourceLayer.CanAddResource(string resourceType, CPos cell, int amount) { return CanAddResource(resourceType, cell, amount); }
int IResourceLayer.AddResource(string resourceType, CPos cell, int amount) { return AddResource(resourceType, cell, amount); }
int IResourceLayer.RemoveResource(string resourceType, CPos cell, int amount) { return RemoveResource(resourceType, cell, amount); }
void IResourceLayer.ClearResources(CPos cell) { ClearResources(cell); }
bool IResourceLayer.IsVisible(CPos cell) { return !world.FogObscures(cell); }
bool IResourceLayer.IsEmpty => resCells < 1;
IResourceLayerInfo IResourceLayer.Info => info;
}
}