in all its false-color glory... a working minimap for terrain
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@@ -7,6 +7,7 @@ namespace OpenRa.Game.Graphics
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Sheet sheet;
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SpriteRenderer spriteRenderer;
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Sprite sprite;
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Bitmap terrain;
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public void Tick() { }
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@@ -17,18 +18,41 @@ namespace OpenRa.Game.Graphics
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sprite = new Sprite(sheet, new Rectangle(0, 0, 128, 128), TextureChannel.Alpha);
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}
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// todo: extract these from the palette
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static readonly Color[] terrainTypeColors = {
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Color.Green,
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Color.Red,
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Color.Blue,
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Color.Yellow,
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Color.Purple,
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Color.Turquoise,
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Color.Violet,
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Color.Tomato,
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Color.Teal,
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};
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public void Update()
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{
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var bitmap = new Bitmap(128, 128);
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if (terrain == null)
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{
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terrain = new Bitmap(128, 128);
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for (var y = 0; y < 128; y++)
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for (var x = 0; x < 128; x++)
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terrain.SetPixel(x, y, Rules.Map.IsInMap(x, y)
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? terrainTypeColors[Rules.TileSet.GetWalkability(Rules.Map.MapTiles[x, y])]
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: Color.Black);
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}
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var bitmap = new Bitmap(terrain);
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for( var y = 0; y < 128; y++ )
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for (var x = 0; x < 128; x++)
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{
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// todo: terrain, units, perf.
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// todo: units, perf.
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var b = Game.BuildingInfluence.GetBuildingAt(new int2(x, y));
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if (b != null && b.Owner != null)
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bitmap.SetPixel(x, y, Chat.paletteColors[ (int)b.Owner.Palette ]);
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if (b != null)
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bitmap.SetPixel(x, y, b.Owner != null ? Chat.paletteColors[(int)b.Owner.Palette] : Color.Gray);
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}
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sheet.Texture.SetData(bitmap);
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