Update imported tile types.
Using data provided by @tomsons26.
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@@ -34,19 +34,24 @@ namespace OpenRA.Mods.TS.UtilityCommands
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var templateIndex = 0;
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var extension = "tem";
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var terrainTypes = new Dictionary<int, string>()
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var terrainTypes = new string[]
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{
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{ 1, "Clear" }, // Desert sand(?)
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{ 5, "Road" }, // Paved road
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{ 6, "Rail" }, // Monorail track
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{ 7, "Impassable" }, // Building
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{ 9, "Water" }, // Deep water(?)
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{ 10, "Water" }, // Shallow water
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{ 11, "Road" }, // Paved road (again?)
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{ 12, "DirtRoad" }, // Dirt road
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{ 13, "Clear" }, // Regular clear terrain
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{ 14, "Rough" }, // Rough terrain (cracks etc)
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{ 15, "Cliff" }, // Cliffs
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"Clear",
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"Clear", // Note: sometimes "Ice"
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"Ice",
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"Ice",
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"Ice",
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"Road", // TS defines this as "Tunnel", but we don't need this
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"Rail",
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"Impassable", // TS defines this as "Rock", but also uses it for buildings
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"Impassable",
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"Water",
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"Water", // TS defines this as "Beach", but uses it for water...?
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"Road",
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"DirtRoad", // TS defines this as "Road", but we may want different speeds
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"Clear",
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"Rough",
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"Cliff" // TS defines this as "Rock"
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};
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// Loop over template sets
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@@ -95,7 +100,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
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var terrainType = s.ReadUInt8();
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var rampType = s.ReadUInt8();
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if (!terrainTypes.ContainsKey(terrainType))
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if (terrainType >= terrainTypes.Length)
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throw new InvalidDataException("Unknown terrain type {0} in {1}".F(terrainType, templateFilename));
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Console.WriteLine("\t\t\t{0}: {1}", j, terrainTypes[terrainType]);
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