Files
OpenRA/OpenRA.Mods.Common/Traits/World/EditorResourceLayer.cs
2015-10-22 01:10:16 +03:00

214 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
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<CellContents> Tiles;
protected readonly HashSet<CPos> Dirty = new HashSet<CPos>();
readonly Dictionary<PaletteReference, TerrainSpriteLayer> spriteLayers = new Dictionary<PaletteReference, TerrainSpriteLayer>();
public int NetWorth { get; protected set; }
public EditorResourceLayer(Actor self)
{
if (self.World.Type != WorldType.Editor)
return;
Map = self.World.Map;
Tileset = self.World.TileSet;
Tiles = new CellLayer<CellContents>(Map);
Resources = self.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
Map.MapResources.Value.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.MapResources.Value[uv];
var t = Tiles[cell];
if (t.Density > 0)
NetWorth -= t.Density * t.Type.Info.ValuePerUnit;
ResourceType type;
if (Resources.TryGetValue(tile.Type, out type))
{
Tiles[uv] = new CellContents
{
Type = type,
Variant = ChooseRandomVariant(type),
};
Map.CustomTerrain[uv] = Tileset.GetTerrainIndex(type.Info.TerrainType);
}
else
{
Tiles[uv] = CellContents.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.MapResources.Value;
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 CellContents UpdateDirtyTile(CPos c)
{
var t = Tiles[c];
var type = t.Type;
// Empty tile
if (type == null)
{
t.Sprite = null;
return t;
}
NetWorth -= t.Density * type.Info.ValuePerUnit;
// Set density based on the number of neighboring resources
t.Density = ResourceDensityAt(c);
NetWorth += t.Density * type.Info.ValuePerUnit;
var sprites = type.Variants[t.Variant];
var frame = int2.Lerp(0, sprites.Length - 1, t.Density - 1, type.Info.MaxDensity);
t.Sprite = sprites[frame];
return t;
}
public void 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);
}
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
foreach (var kv in spriteLayers.Values)
kv.Dispose();
disposed = true;
}
}
}