Use a dictionary for smudges
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@@ -12,7 +12,8 @@ using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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@@ -26,8 +27,8 @@ namespace OpenRA.Traits
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public class SmudgeLayer: IRenderOverlay, IWorldLoaded
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{
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public SmudgeLayerInfo Info;
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TileReference<byte,byte>[,] tiles;
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public SmudgeLayerInfo Info;
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Dictionary<int2,TileReference<byte,byte>> tiles;
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Sprite[][] smudgeSprites;
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World world;
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@@ -40,12 +41,12 @@ namespace OpenRA.Traits
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public void WorldLoaded(World w)
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{
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world = w;
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tiles = new TileReference<byte,byte>[w.Map.MapSize.X,w.Map.MapSize.Y];
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tiles = new Dictionary<int2,TileReference<byte,byte>>();
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// Add map smudges
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foreach (var s in w.Map.Smudges.Where( s => Info.Types.Contains(s.Type )))
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tiles[s.Location.X,s.Location.Y] = new TileReference<byte,byte>((byte)Array.IndexOf(Info.Types,s.Type),
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(byte)s.Depth);
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tiles.Add(s.Location,new TileReference<byte,byte>((byte)Array.IndexOf(Info.Types,s.Type),
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(byte)s.Depth));
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}
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public void AddSmudge(int2 loc)
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@@ -54,17 +55,18 @@ namespace OpenRA.Traits
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return;
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// No smudge; create a new one
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if (tiles[loc.X, loc.Y].type == 0)
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if (!tiles.ContainsKey(loc))
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{
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byte st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1));
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tiles[loc.X,loc.Y] = new TileReference<byte,byte>(st,(byte)0);
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tiles.Add(loc, new TileReference<byte,byte>(st,(byte)0));
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return;
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}
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var tile = tiles[loc];
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// Existing smudge; make it deeper
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int depth = Info.Depths[tiles[loc.X, loc.Y].type-1];
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if (tiles[loc.X, loc.Y].image < depth - 1)
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tiles[loc.X,loc.Y].image++;
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int depth = Info.Depths[tile.type-1];
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if (tile.image < depth - 1)
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tile.image++;
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}
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public void Render()
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@@ -72,21 +74,16 @@ namespace OpenRA.Traits
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var cliprect = Game.viewport.ShroudBounds().HasValue
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? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
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var minx = cliprect.Left;
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var maxx = cliprect.Right;
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foreach (var kv in tiles)
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{
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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continue;
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
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continue;
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var miny = cliprect.Top;
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var maxy = cliprect.Bottom;
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for (int x = minx; x < maxx; x++)
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for (int y = miny; y < maxy; y++)
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{
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var t = new int2(x, y);
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(t) || tiles[x,y].type == 0) continue;
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Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[x,y].type- 1][tiles[x,y].image],
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Game.CellSize * t, "terrain");
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}
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Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[kv.Key].type- 1][tiles[kv.Key].image],
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Game.CellSize * kv.Key, "terrain");
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}
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}
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}
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}
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