moving Map, TileSet from Rules to World
This commit is contained in:
@@ -23,12 +23,12 @@ namespace OpenRa.Graphics
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mapOnlySheet = new Sheet(r, new Size(128, 128));
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rgbaRenderer = new SpriteRenderer(r, true, r.RgbaSpriteShader);
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var size = Math.Max(Rules.Map.Width, Rules.Map.Height);
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var dw = (size - Rules.Map.Width) / 2;
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var dh = (size - Rules.Map.Height) / 2;
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var size = Math.Max(Game.world.Map.Width, Game.world.Map.Height);
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var dw = (size - Game.world.Map.Width) / 2;
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var dh = (size - Game.world.Map.Height) / 2;
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sprite = new Sprite(sheet, new Rectangle(Rules.Map.Offset.X+dw, Rules.Map.Offset.Y+dh, size, size), TextureChannel.Alpha);
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mapOnlySprite = new Sprite(mapOnlySheet, new Rectangle(Rules.Map.Offset.X + dw, Rules.Map.Offset.Y + dh, size, size), TextureChannel.Alpha);
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sprite = new Sprite(sheet, new Rectangle(Game.world.Map.Offset.X+dw, Game.world.Map.Offset.Y+dh, size, size), TextureChannel.Alpha);
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mapOnlySprite = new Sprite(mapOnlySheet, new Rectangle(Game.world.Map.Offset.X + dw, Game.world.Map.Offset.Y + dh, size, size), TextureChannel.Alpha);
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}
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Color[] terrainTypeColors;
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@@ -40,15 +40,15 @@ namespace OpenRa.Graphics
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public void Update()
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{
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if (Rules.Map.Theater != theater)
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if (Game.world.Map.Theater != theater)
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{
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terrainTypeColors = null;
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theater = Rules.Map.Theater;
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theater = Game.world.Map.Theater;
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}
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if (terrainTypeColors == null)
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{
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var pal = new Palette(FileSystem.Open(Rules.Map.Theater + ".pal"));
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var pal = new Palette(FileSystem.Open(Game.world.Map.Theater + ".pal"));
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terrainTypeColors = new[] {
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Color.FromArgb(alpha, pal.GetColor(theater.ToLowerInvariant() == "snow" ? 0xe3 :0x1a)),
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Color.FromArgb(alpha, pal.GetColor(0x63)),
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@@ -71,8 +71,8 @@ namespace OpenRa.Graphics
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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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terrain.SetPixel(x, y, Game.world.Map.IsInMap(x, y)
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? terrainTypeColors[Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[x, y])]
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: shroudColor);
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}
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@@ -81,7 +81,7 @@ namespace OpenRa.Graphics
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oreLayer = 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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if (Rules.Map.ContainsResource(new int2(x, y)))
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if (Game.world.Map.ContainsResource(new int2(x, y)))
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oreLayer.SetPixel(x, y, terrainTypeColors[(int)TerrainMovementType.Ore]);
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}
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@@ -1,79 +1,79 @@
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using System.Drawing;
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using Ijw.DirectX;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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namespace OpenRa.Graphics
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{
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class TerrainRenderer
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{
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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Renderer renderer;
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Map map;
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OverlayRenderer overlayRenderer;
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public TerrainRenderer(Renderer renderer, Map map)
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{
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this.renderer = renderer;
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this.map = map;
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using Ijw.DirectX;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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namespace OpenRa.Graphics
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{
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class TerrainRenderer
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{
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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Renderer renderer;
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Map map;
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OverlayRenderer overlayRenderer;
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public TerrainRenderer(Renderer renderer, Map map)
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{
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this.renderer = renderer;
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this.map = map;
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(Rules.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(Game.world.TileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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int nv = 0;
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int ni = 0;
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer.SetData( indices );
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overlayRenderer = new OverlayRenderer( renderer, map );
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}
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public void Draw( Viewport viewport )
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{
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int visibleRows = (int)(viewport.Width / 24.0f + 2);
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int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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return;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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overlayRenderer.Draw();
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}
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}
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}
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}
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public void Draw( Viewport viewport )
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{
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int visibleRows = (int)(viewport.Width / 24.0f + 2);
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int firstRow = (int)((viewport.Location.Y) / 24.0f - map.YOffset);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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return;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList, renderer.SpriteShader));
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overlayRenderer.Draw();
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}
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}
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}
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@@ -17,7 +17,7 @@ namespace OpenRa.Graphics
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internal WorldRenderer(Renderer renderer)
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{
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terrainRenderer = new TerrainRenderer(renderer, Rules.Map);
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terrainRenderer = new TerrainRenderer(renderer, Game.world.Map);
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this.renderer = renderer;
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spriteRenderer = new SpriteRenderer(renderer, true);
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