diff --git a/OpenRA.Game/Traits/World/SmudgeLayer.cs b/OpenRA.Game/Traits/World/SmudgeLayer.cs index 2e33a2ec26..00631a8e96 100644 --- a/OpenRA.Game/Traits/World/SmudgeLayer.cs +++ b/OpenRA.Game/Traits/World/SmudgeLayer.cs @@ -12,7 +12,8 @@ using System; using System.Drawing; using System.Linq; using OpenRA.FileFormats; -using OpenRA.Graphics; +using OpenRA.Graphics; +using System.Collections.Generic; namespace OpenRA.Traits { @@ -26,8 +27,8 @@ namespace OpenRA.Traits public class SmudgeLayer: IRenderOverlay, IWorldLoaded { - public SmudgeLayerInfo Info; - TileReference[,] tiles; + public SmudgeLayerInfo Info; + Dictionary> tiles; Sprite[][] smudgeSprites; World world; @@ -40,12 +41,12 @@ namespace OpenRA.Traits public void WorldLoaded(World w) { world = w; - tiles = new TileReference[w.Map.MapSize.X,w.Map.MapSize.Y]; + tiles = new Dictionary>(); // Add map smudges foreach (var s in w.Map.Smudges.Where( s => Info.Types.Contains(s.Type ))) - tiles[s.Location.X,s.Location.Y] = new TileReference((byte)Array.IndexOf(Info.Types,s.Type), - (byte)s.Depth); + tiles.Add(s.Location,new TileReference((byte)Array.IndexOf(Info.Types,s.Type), + (byte)s.Depth)); } public void AddSmudge(int2 loc) @@ -54,17 +55,18 @@ namespace OpenRA.Traits return; // No smudge; create a new one - if (tiles[loc.X, loc.Y].type == 0) + if (!tiles.ContainsKey(loc)) { byte st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1)); - tiles[loc.X,loc.Y] = new TileReference(st,(byte)0); + tiles.Add(loc, new TileReference(st,(byte)0)); return; } - + + var tile = tiles[loc]; // Existing smudge; make it deeper - int depth = Info.Depths[tiles[loc.X, loc.Y].type-1]; - if (tiles[loc.X, loc.Y].image < depth - 1) - tiles[loc.X,loc.Y].image++; + int depth = Info.Depths[tile.type-1]; + if (tile.image < depth - 1) + tile.image++; } public void Render() @@ -72,21 +74,16 @@ namespace OpenRA.Traits var cliprect = Game.viewport.ShroudBounds().HasValue ? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds; - var minx = cliprect.Left; - var maxx = cliprect.Right; + foreach (var kv in tiles) + { + if (!cliprect.Contains(kv.Key.X,kv.Key.Y)) + continue; + if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key)) + continue; - var miny = cliprect.Top; - var maxy = cliprect.Bottom; - - for (int x = minx; x < maxx; x++) - for (int y = miny; y < maxy; y++) - { - var t = new int2(x, y); - if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(t) || tiles[x,y].type == 0) continue; - - Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[x,y].type- 1][tiles[x,y].image], - Game.CellSize * t, "terrain"); - } + Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[kv.Key].type- 1][tiles[kv.Key].image], + Game.CellSize * kv.Key, "terrain"); + } } } }