Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#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.Frozen;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Creates a building placement preview based on the map editor actor preview.")]
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public class D2kActorPreviewPlaceBuildingPreviewInfo : ActorPreviewPlaceBuildingPreviewInfo
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{
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[Desc("Terrain types that should show the 'unsafe' footprint tile.")]
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public readonly FrozenSet<string> UnsafeTerrainTypes = new HashSet<string> { "Rock" }.ToFrozenSet();
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[Desc("Only check for 'unsafe' footprint tiles when you have these prerequisites.")]
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public readonly ImmutableArray<string> RequiresPrerequisites = [];
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[Desc("Sprite image to use for the overlay.")]
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public readonly string Image = "overlay";
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[SequenceReference(nameof(Image))]
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[Desc("Sprite overlay to use for valid cells.")]
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public readonly string TileValidName = "build-valid";
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[SequenceReference(nameof(Image))]
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[Desc("Sprite overlay to use for invalid cells.")]
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public readonly string TileInvalidName = "build-invalid";
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[SequenceReference(nameof(Image))]
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[Desc("Sprite overlay to use for blocked cells.")]
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public readonly string TileUnsafeName = "build-unsafe";
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protected override IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init)
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{
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return new D2kActorPreviewPlaceBuildingPreviewPreview(wr, ai, this, init);
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}
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public override object Create(ActorInitializer init)
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{
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return new D2kActorPreviewPlaceBuildingPreview();
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}
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}
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public class D2kActorPreviewPlaceBuildingPreview { }
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sealed class D2kActorPreviewPlaceBuildingPreviewPreview : ActorPreviewPlaceBuildingPreviewPreview
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{
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readonly D2kActorPreviewPlaceBuildingPreviewInfo info;
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readonly bool checkUnsafeTiles;
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readonly Sprite validTile, unsafeTile, blockedTile;
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readonly float validAlpha, unsafeAlpha, blockedAlpha;
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readonly CachedTransform<CPos, List<CPos>> unpathableCells;
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public D2kActorPreviewPlaceBuildingPreviewPreview(WorldRenderer wr, ActorInfo ai, D2kActorPreviewPlaceBuildingPreviewInfo info, TypeDictionary init)
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: base(wr, ai, info, init)
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{
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this.info = info;
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var world = wr.World;
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var sequences = world.Map.Sequences;
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var techTree = init.Get<OwnerInit>().Value(world).PlayerActor.Trait<TechTree>();
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checkUnsafeTiles = info.RequiresPrerequisites.Length > 0 && techTree.HasPrerequisites(info.RequiresPrerequisites);
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var validSequence = sequences.GetSequence(info.Image, info.TileValidName);
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validTile = validSequence.GetSprite(0);
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validAlpha = validSequence.GetAlpha(0);
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var unsafeSequence = sequences.GetSequence(info.Image, info.TileUnsafeName);
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unsafeTile = unsafeSequence.GetSprite(0);
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unsafeAlpha = unsafeSequence.GetAlpha(0);
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var blockedSequence = sequences.GetSequence(info.Image, info.TileInvalidName);
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blockedTile = blockedSequence.GetSprite(0);
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blockedAlpha = blockedSequence.GetAlpha(0);
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var buildingInfo = ai.TraitInfo<BuildingInfo>();
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unpathableCells = new CachedTransform<CPos, List<CPos>>(topLeft => buildingInfo.OccupiedTiles(topLeft).ToList());
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}
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protected override IEnumerable<IRenderable> RenderFootprint(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint,
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PlaceBuildingCellType filter = PlaceBuildingCellType.Invalid | PlaceBuildingCellType.Valid | PlaceBuildingCellType.LineBuild)
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{
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var palette = wr.Palette(info.Palette);
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var topLeftPos = wr.World.Map.CenterOfCell(topLeft);
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var candidateSafeTiles = unpathableCells.Update(topLeft);
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foreach (var c in footprint)
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{
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if ((c.Value & filter) == 0)
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continue;
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var isUnsafe =
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checkUnsafeTiles &&
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wr.World.Map.Contains(c.Key) &&
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candidateSafeTiles.Contains(c.Key) &&
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info.UnsafeTerrainTypes.Contains(wr.World.Map.GetTerrainInfo(c.Key).Type);
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var tile = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedTile : isUnsafe ? unsafeTile : validTile;
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var sequenceAlpha = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedAlpha : isUnsafe ? unsafeAlpha : validAlpha;
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var pos = wr.World.Map.CenterOfCell(c.Key);
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var offset = new WVec(0, 0, topLeftPos.Z - pos.Z);
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var traitAlpha = (c.Value & PlaceBuildingCellType.LineBuild) != 0 ? info.LineBuildFootprintAlpha : info.FootprintAlpha;
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yield return new SpriteRenderable(tile, pos, offset, -511, palette, 1f, sequenceAlpha * traitAlpha, float3.Ones, TintModifiers.IgnoreWorldTint, true);
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}
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}
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}
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}
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