Files
OpenRA/OpenRA.Mods.Cnc/Traits/World/TSEditorResourceLayer.cs
RoosterDragon ea243b8558 Fix crash in TSEditorResourceLayer when adding resources.
Ensure cells are within map bounds when checking if adjacent cells should be cleared during resource placement.
2022-03-26 23:07:41 +01:00

118 lines
3.7 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.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.EditorWorld)]
class TSEditorResourceLayerInfo : EditorResourceLayerInfo, Requires<EditorActorLayerInfo>
{
public readonly string VeinType = "Veins";
[ActorReference]
[Desc("Actor types that should be treated as veins for adjacency.")]
public readonly HashSet<string> VeinholeActors = new HashSet<string> { };
public override object Create(ActorInitializer init) { return new TSEditorResourceLayer(init.Self, this); }
}
class TSEditorResourceLayer : EditorResourceLayer
{
readonly TSEditorResourceLayerInfo info;
readonly EditorActorLayer actorLayer;
public TSEditorResourceLayer(Actor self, TSEditorResourceLayerInfo info)
: base(self, info)
{
this.info = info;
actorLayer = self.Trait<EditorActorLayer>();
}
bool IsValidVeinNeighbour(CPos cell, CPos neighbour)
{
if (!Map.Contains(neighbour))
return false;
// Cell is automatically valid if it contains a veinhole actor
if (actorLayer.PreviewsAt(neighbour).Any(a => info.VeinholeActors.Contains(a.Info.Name)))
return true;
// Neighbour must be flat or a cardinal slope, unless the resource cell itself is a slope
if (Map.Ramp[cell] == 0 && Map.Ramp[neighbour] > 4)
return false;
var terrainInfo = Map.Rules.TerrainInfo;
var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[neighbour]).TerrainType].Type;
return info.ResourceTypes[info.VeinType].AllowedTerrainTypes.Contains(terrainType);
}
protected override bool AllowResourceAt(string resourceType, CPos cell)
{
var mapResources = Map.Resources;
if (!mapResources.Contains(cell))
return false;
// Resources are allowed on flat terrain and cardinal slopes
if (Map.Ramp[cell] > 4)
return false;
if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
return false;
// Ignore custom terrain types when spawning resources in the editor
var terrainInfo = Map.Rules.TerrainInfo;
var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[cell]).TerrainType].Type;
if (!resourceInfo.AllowedTerrainTypes.Contains(terrainType))
return false;
// Veins must be placed next to a compatible border cell
if (resourceType == info.VeinType)
{
var neighboursValid = Common.Util.ExpandFootprint(cell, false)
.All(c => IsValidVeinNeighbour(cell, c));
if (!neighboursValid)
return false;
}
// TODO: Check against actors in the EditorActorLayer
return true;
}
protected override int AddResource(string resourceType, CPos cell, int amount = 1)
{
var added = base.AddResource(resourceType, cell, amount);
// Update neighbouring cells if needed to provide space for vein borders
var resourceIsVeins = resourceType == info.VeinType;
foreach (var c in Common.Util.ExpandFootprint(cell, false))
{
if (!Map.Resources.Contains(c))
continue;
var resourceIndex = Map.Resources[c].Type;
if (resourceIndex == 0 || !ResourceTypesByIndex.TryGetValue(resourceIndex, out var neighourResourceType))
neighourResourceType = null;
var neighbourIsVeins = neighourResourceType == info.VeinType;
if (resourceIsVeins ^ neighbourIsVeins)
ClearResources(c);
}
return added;
}
}
}