Rename BridgeLayer to LegacyBridgeLayer.
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111
OpenRA.Mods.Common/Traits/World/LegacyBridgeLayer.cs
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111
OpenRA.Mods.Common/Traits/World/LegacyBridgeLayer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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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.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class LegacyBridgeLayerInfo : ITraitInfo
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{
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[ActorReference]
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public readonly string[] Bridges = { "bridge1", "bridge2" };
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public object Create(ActorInitializer init) { return new LegacyBridgeLayer(init.Self, this); }
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}
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class LegacyBridgeLayer : IWorldLoaded
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{
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readonly LegacyBridgeLayerInfo info;
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readonly Dictionary<ushort, Pair<string, int>> bridgeTypes = new Dictionary<ushort, Pair<string, int>>();
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CellLayer<Bridge> bridges;
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public LegacyBridgeLayer(Actor self, LegacyBridgeLayerInfo info)
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{
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this.info = info;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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bridges = new CellLayer<Bridge>(w.Map);
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// Build a list of templates that should be overlayed with bridges
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foreach (var bridge in info.Bridges)
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{
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var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();
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foreach (var template in bi.Templates)
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bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
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}
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// Take all templates to overlay from the map
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foreach (var cell in w.Map.AllCells.Where(cell => bridgeTypes.ContainsKey(w.Map.Tiles[cell].Type)))
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ConvertBridgeToActor(w, cell);
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// Link adjacent (long)-bridges so that artwork is updated correctly
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foreach (var p in w.ActorsWithTrait<Bridge>())
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p.Trait.LinkNeighbouringBridges(w, this);
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}
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void ConvertBridgeToActor(World w, CPos cell)
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{
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// This cell already has a bridge overlaying it from a previous iteration
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if (bridges[cell] != null)
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return;
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// Correlate the tile "image" aka subtile with its position to find the template origin
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var tile = w.Map.Tiles[cell].Type;
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var index = w.Map.Tiles[cell].Index;
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var template = w.Map.Rules.TileSet.Templates[tile];
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var ni = cell.X - index % template.Size.X;
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var nj = cell.Y - index / template.Size.X;
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// Create a new actor for this bridge and keep track of which subtiles this bridge includes
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var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
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{
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new LocationInit(new CPos(ni, nj)),
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new OwnerInit(w.WorldActor.Owner),
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new HealthInit(bridgeTypes[tile].Second, true),
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}).Trait<Bridge>();
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var subTiles = new Dictionary<CPos, byte>();
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var mapTiles = w.Map.Tiles;
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// For each subtile in the template
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for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
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{
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// Where do we expect to find the subtile
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var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
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// This isn't the bridge you're looking for
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if (!mapTiles.Contains(subtile) || mapTiles[subtile].Type != tile || mapTiles[subtile].Index != ind)
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continue;
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subTiles.Add(subtile, ind);
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bridges[subtile] = bridge;
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}
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bridge.Create(tile, subTiles);
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}
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// Used to check for neighbouring bridges
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public Bridge GetBridge(CPos cell)
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{
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if (!bridges.Contains(cell))
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return null;
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return bridges[cell];
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}
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}
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}
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