118 lines
3.7 KiB
C#
118 lines
3.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.EditorWorld)]
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sealed class TSEditorResourceLayerInfo : EditorResourceLayerInfo, Requires<EditorActorLayerInfo>
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{
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public readonly string VeinType = "Veins";
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[ActorReference]
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[Desc("Actor types that should be treated as veins for adjacency.")]
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public readonly HashSet<string> VeinholeActors = new() { };
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public override object Create(ActorInitializer init) { return new TSEditorResourceLayer(init.Self, this); }
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}
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sealed class TSEditorResourceLayer : EditorResourceLayer
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{
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readonly TSEditorResourceLayerInfo info;
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readonly EditorActorLayer actorLayer;
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public TSEditorResourceLayer(Actor self, TSEditorResourceLayerInfo info)
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: base(self, info)
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{
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this.info = info;
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actorLayer = self.Trait<EditorActorLayer>();
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}
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bool IsValidVeinNeighbour(CPos cell, CPos neighbour)
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{
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if (!Map.Contains(neighbour))
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return false;
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// Cell is automatically valid if it contains a veinhole actor
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if (actorLayer.PreviewsAt(neighbour).Any(a => info.VeinholeActors.Contains(a.Info.Name)))
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return true;
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// Neighbour must be flat or a cardinal slope, unless the resource cell itself is a slope
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if (Map.Ramp[cell] == 0 && Map.Ramp[neighbour] > 4)
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return false;
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var terrainInfo = Map.Rules.TerrainInfo;
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var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[neighbour]).TerrainType].Type;
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return info.ResourceTypes[info.VeinType].AllowedTerrainTypes.Contains(terrainType);
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}
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protected override bool AllowResourceAt(string resourceType, CPos cell)
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{
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var mapResources = Map.Resources;
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if (!mapResources.Contains(cell))
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return false;
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// Resources are allowed on flat terrain and cardinal slopes
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if (Map.Ramp[cell] > 4)
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return false;
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if (!info.ResourceTypes.TryGetValue(resourceType, out var resourceInfo))
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return false;
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// Ignore custom terrain types when spawning resources in the editor
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var terrainInfo = Map.Rules.TerrainInfo;
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var terrainType = terrainInfo.TerrainTypes[terrainInfo.GetTerrainInfo(Map.Tiles[cell]).TerrainType].Type;
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if (!resourceInfo.AllowedTerrainTypes.Contains(terrainType))
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return false;
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// Veins must be placed next to a compatible border cell
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if (resourceType == info.VeinType)
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{
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var neighboursValid = Common.Util.ExpandFootprint(cell, false)
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.All(c => IsValidVeinNeighbour(cell, c));
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if (!neighboursValid)
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return false;
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}
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// TODO: Check against actors in the EditorActorLayer
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return true;
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}
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protected override int AddResource(string resourceType, CPos cell, int amount = 1)
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{
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var added = base.AddResource(resourceType, cell, amount);
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// Update neighbouring cells if needed to provide space for vein borders
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var resourceIsVeins = resourceType == info.VeinType;
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foreach (var c in Common.Util.ExpandFootprint(cell, false))
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{
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if (!Map.Resources.Contains(c))
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continue;
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var resourceIndex = Map.Resources[c].Type;
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if (resourceIndex == 0 || !ResourceTypesByIndex.TryGetValue(resourceIndex, out var neighourResourceType))
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neighourResourceType = null;
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var neighbourIsVeins = neighourResourceType == info.VeinType;
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if (resourceIsVeins ^ neighbourIsVeins)
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ClearResources(c);
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}
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return added;
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}
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}
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}
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