Files
OpenRA/OpenRA.Mods.RA/World/ResourceLayer.cs
RoosterDragon 59b3cd154d Change indexes into tile arrays to be stored as bytes to save memory.
The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
2014-10-09 20:03:01 +01:00

251 lines
6.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
public class ResourceLayerInfo : TraitInfo<ResourceLayer>, Requires<ResourceTypeInfo> { }
public class ResourceLayer : IRenderOverlay, IWorldLoaded, ITickRender
{
static readonly CellContents EmptyCell = new CellContents();
World world;
BuildingInfluence buildingInfluence;
protected CellLayer<CellContents> content;
protected CellLayer<CellContents> render;
List<CPos> dirty;
public void Render(WorldRenderer wr)
{
var shroudObscured = world.ShroudObscuresTest(wr.Viewport.VisibleCells);
foreach (var cell in wr.Viewport.VisibleCells)
{
if (shroudObscured(cell))
continue;
var c = render[cell];
if (c.Sprite != null)
new SpriteRenderable(c.Sprite, wr.world.Map.CenterOfCell(cell),
WVec.Zero, -511, c.Type.Palette, 1f, true).Render(wr); // TODO ZOffset is ignored
}
}
int GetAdjacentCellsWith(ResourceType t, CPos cell)
{
var sum = 0;
for (var u = -1; u < 2; u++)
for (var v = -1; v < 2; v++)
if (content[cell + new CVec(u, v)].Type == t)
++sum;
return sum;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
this.world = w;
buildingInfluence = world.WorldActor.Trait<BuildingInfluence>();
content = new CellLayer<CellContents>(w.Map);
render = new CellLayer<CellContents>(w.Map);
dirty = new List<CPos>();
var resources = w.WorldActor.TraitsImplementing<ResourceType>()
.ToDictionary(r => r.Info.ResourceType, r => r);
foreach (var cell in w.Map.Cells)
{
ResourceType t;
if (!resources.TryGetValue(w.Map.MapResources.Value[cell].Type, out t))
continue;
if (!AllowResourceAt(t, cell))
continue;
content[cell] = CreateResourceCell(t, cell);
}
// Set initial density based on the number of neighboring resources
foreach (var cell in w.Map.Cells)
{
var type = content[cell].Type;
if (type != null)
{
// Adjacent includes the current cell, so is always >= 1
var adjacent = GetAdjacentCellsWith(type, cell);
var density = int2.Lerp(0, type.Info.MaxDensity, adjacent, 9);
var temp = content[cell];
temp.Density = Math.Max(density, 1);
render[cell] = content[cell] = temp;
UpdateRenderedSprite(cell);
}
}
}
protected virtual void UpdateRenderedSprite(CPos cell)
{
var t = render[cell];
if (t.Density > 0)
{
var sprites = t.Type.Variants[t.Variant];
var frame = int2.Lerp(0, sprites.Length - 1, t.Density - 1, t.Type.Info.MaxDensity);
t.Sprite = sprites[frame];
}
else
t.Sprite = null;
render[cell] = t;
}
protected virtual string ChooseRandomVariant(ResourceType t)
{
return t.Variants.Keys.Random(Game.CosmeticRandom);
}
public void TickRender(WorldRenderer wr, Actor self)
{
var remove = new List<CPos>();
foreach (var c in dirty)
{
if (!self.World.FogObscures(c))
{
render[c] = content[c];
UpdateRenderedSprite(c);
remove.Add(c);
}
}
foreach (var r in remove)
dirty.Remove(r);
}
public bool AllowResourceAt(ResourceType rt, CPos cell)
{
if (!world.Map.Contains(cell))
return false;
if (!rt.Info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
return false;
if (!rt.Info.AllowUnderActors && world.ActorMap.AnyUnitsAt(cell))
return false;
if (!rt.Info.AllowUnderBuildings && buildingInfluence.GetBuildingAt(cell) != null)
return false;
return true;
}
public bool CanSpawnResourceAt(ResourceType newResourceType, CPos cell)
{
var currentResourceType = GetResource(cell);
return (currentResourceType == newResourceType && !IsFull(cell))
|| (currentResourceType == null && AllowResourceAt(newResourceType, cell));
}
CellContents CreateResourceCell(ResourceType t, CPos cell)
{
world.Map.CustomTerrain[cell] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
return new CellContents
{
Type = t,
Variant = ChooseRandomVariant(t),
};
}
public void AddResource(ResourceType t, CPos p, int n)
{
var cell = content[p];
if (cell.Type == null)
cell = CreateResourceCell(t, p);
if (cell.Type != t)
return;
cell.Density = Math.Min(cell.Type.Info.MaxDensity, cell.Density + n);
content[p] = cell;
if (!dirty.Contains(p))
dirty.Add(p);
}
public bool IsFull(CPos cell)
{
return content[cell].Density == content[cell].Type.Info.MaxDensity;
}
public ResourceType Harvest(CPos cell)
{
var c = content[cell];
if (c.Type == null)
return null;
if (--c.Density < 0)
{
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = byte.MaxValue;
}
else
content[cell] = c;
if (!dirty.Contains(cell))
dirty.Add(cell);
return c.Type;
}
public void Destroy(CPos cell)
{
// Don't break other users of CustomTerrain if there are no resources
if (content[cell].Type == null)
return;
// Clear cell
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell] = byte.MaxValue;
if (!dirty.Contains(cell))
dirty.Add(cell);
}
public ResourceType GetResource(CPos cell) { return content[cell].Type; }
public ResourceType GetRenderedResource(CPos cell) { return render[cell].Type; }
public int GetResourceDensity(CPos cell) { return content[cell].Density; }
public int GetMaxResourceDensity(CPos cell)
{
if (content[cell].Type == null)
return 0;
return content[cell].Type.Info.MaxDensity;
}
public struct CellContents
{
public ResourceType Type;
public int Density;
public string Variant;
public Sprite Sprite;
}
}
}