Reimplement ICustomTerrain with far less bs
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@@ -27,10 +27,10 @@ namespace OpenRA.Mods.RA
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{
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class BridgeLayerInfo : TraitInfo<BridgeLayer> { }
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class BridgeLayer : ILoadWorldHook, ICustomTerrain
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class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
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{
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// for tricky things like bridges.
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Bridge[,] customTerrain;
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Bridge[,] bridges;
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void MakeBridges(World w)
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{
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA
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ConvertBridgeToActor(w, i, j);
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foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
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b.FinalizeBridges(w, customTerrain);
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b.FinalizeBridges(w, bridges);
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}
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void ConvertBridgeToActor(World w, int i, int j)
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@@ -84,30 +84,19 @@ namespace OpenRA.Mods.RA
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var br = a.traits.Get<Bridge>();
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foreach (var t in replacedTiles.Keys)
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customTerrain[t.X, t.Y] = br;
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bridges[t.X, t.Y] = br;
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br.SetTiles(w, template, replacedTiles);
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}
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}
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public float GetCost(int2 p, Actor forActor)
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public string GetTerrainType(int2 cell)
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{
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// Todo: Do we even need to reenable this since cost = 100% for everything?
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//if (customTerrain[p.X, p.Y] != null)
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// return customTerrain[p.X,p.Y].GetCost(p,umt);
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return 1f;
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if (bridges[ cell.X, cell.Y ] != null)
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return bridges[ cell.X, cell.Y ].GetTerrainType(cell);
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return null;
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}
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public float GetSpeedModifier(int2 p, Actor forActor)
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{
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// Todo: Do we even need to reenable this since cost = 100% for everything?
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//var umt = forActor.traits.Get<Mobile>().GetMovementType();
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//if (customTerrain[p.X, p.Y] != null)
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// return customTerrain[p.X,p.Y].GetSpeedModifier(p,umt);
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return 1f;
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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@@ -115,7 +104,7 @@ namespace OpenRA.Mods.RA
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public void WorldLoaded(World w)
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{
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customTerrain = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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MakeBridges(w);
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}
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}
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