Fix ICustomTerrain to also work for resources
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@@ -36,14 +36,13 @@ namespace OpenRA.Traits
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public object Create(Actor self) { return new Bridge(self); }
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}
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class Bridge: IRender, ICustomTerrain, INotifyDamage
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class Bridge: IRender, INotifyDamage
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{
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Dictionary<int2, int> Tiles;
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List<Dictionary<int2, Sprite>> TileSprites = new List<Dictionary<int2,Sprite>>();
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List<TileTemplate> Templates = new List<TileTemplate>();
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Actor self;
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int state;
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Bridge northNeighbour, southNeighbour;
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public Bridge(Actor self) { this.self = self; self.RemoveOnDeath = false; }
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@@ -57,6 +56,25 @@ namespace OpenRA.Traits
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yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain");
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}
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public void FinalizeBridges(World world, Bridge[,] bridges)
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{
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// go looking for our neighbors, if this is a long bridge.
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.NorthOffset != null)
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northNeighbour = GetNeighbor(world, info.NorthOffset, bridges);
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if (info.SouthOffset != null)
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southNeighbour = GetNeighbor(world, info.SouthOffset, bridges);
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}
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public Bridge GetNeighbor(World world, int[] offset, Bridge[,] bridges)
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{
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if (offset == null) return null;
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var pos = self.Location + new int2(offset[0], offset[1]);
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if (!world.Map.IsInMap(pos.X, pos.Y)) return null;
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return bridges[pos.X, pos.Y];
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}
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public int StateFromTemplate(TileTemplate t)
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{
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var info = self.Info.Traits.Get<BridgeInfo>();
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@@ -83,10 +101,7 @@ namespace OpenRA.Traits
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{
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Tiles = replacedTiles;
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state = StateFromTemplate(template);
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foreach (var t in replacedTiles.Keys)
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world.customTerrain[t.X, t.Y] = this;
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if (cachedTileset != world.Map.Tileset)
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{
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cachedTileset = world.Map.Tileset;
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@@ -109,24 +124,6 @@ namespace OpenRA.Traits
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self.Health = (int)(self.GetMaxHP() * template.HP);
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}
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Bridge GetNeighbor(World world, int[] offset)
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{
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if (offset == null) return null;
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var pos = self.Location + new int2(offset[0], offset[1]);
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if (!world.Map.IsInMap(pos.X, pos.Y)) return null;
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return world.customTerrain[pos.X, pos.Y] as Bridge;
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}
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public void FinalizeBridges(World world)
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{
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// go looking for our neighbors, if this is a long bridge.
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.NorthOffset != null)
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northNeighbour = GetNeighbor(world, info.NorthOffset);
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if (info.SouthOffset != null)
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southNeighbour = GetNeighbor(world, info.SouthOffset);
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}
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public float GetCost(int2 p, UnitMovementType umt)
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{
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetCost(umt);
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