lots of experimental bits
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88
OpenRA.Game/Traits/World/ResourceLayer.cs
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88
OpenRA.Game/Traits/World/ResourceLayer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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class ResourceLayerInfo : ITraitInfo
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{
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public readonly string[] SpriteNames = { };
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public readonly int[] OverlayIndices = { };
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public readonly string Palette = "terrain";
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public object Create(Actor self) { return new ResourceLayer(self, this); }
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}
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class ResourceLayer : IRenderOverlay, ILoadWorldHook
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{
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ResourceLayerInfo info;
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Sprite[][] sprites;
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CellContents[,] content = new CellContents[128,128];
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SpriteRenderer sr;
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public ResourceLayer(Actor self, ResourceLayerInfo info)
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{
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this.info = info;
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sprites = info.SpriteNames.Select( f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
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sr = new SpriteRenderer( Game.renderer, true );
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}
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public void Render()
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{
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var shroud = Game.world.LocalPlayer.Shroud;
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var map = Game.world.Map;
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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{
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if (!shroud.IsExplored(new int2(x, y))) continue;
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if (content[x, y].contents != null)
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sr.DrawSprite(content[x, y].contents[content[x, y].density],
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Game.CellSize * new int2(x, y),
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info.Palette);
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}
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sr.Flush();
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}
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public void WorldLoaded(World w)
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{
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var map = w.Map;
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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if (info.OverlayIndices.Contains(w.Map.MapTiles[x, y].overlay))
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content[x, y].contents = ChooseContent(w, w.Map.MapTiles[x, y].overlay);
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}
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Sprite[] ChooseContent(World w, int overlay)
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{
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return sprites[w.SharedRandom.Next(sprites.Length)];
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}
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public struct CellContents
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{
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public Sprite[] contents;
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public int density;
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}
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}
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}
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