fix trailing whitespace everywhere

This commit is contained in:
Chris Forbes
2011-09-25 14:37:12 +13:00
parent 0eb98ef3b5
commit 55036cd58c
596 changed files with 3194 additions and 3194 deletions

View File

@@ -1,7 +1,7 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
readonly World world;
Dictionary<ushort, Pair<string, float>> BridgeTypes = new Dictionary<ushort, Pair<string,float>>();
Bridge[,] Bridges;
public BridgeLayer(Actor self, BridgeLayerInfo Info)
{
this.Info = Info;
@@ -39,7 +39,7 @@ namespace OpenRA.Mods.RA
public void WorldLoaded(World w)
{
Bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
// Build a list of templates that should be overlayed with bridges
foreach(var bridge in Info.Bridges)
{
@@ -47,31 +47,31 @@ namespace OpenRA.Mods.RA
foreach (var template in bi.Templates)
BridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
}
// Loop through the map looking for templates to overlay
for (int i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
for (int j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
if (BridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].type))
ConvertBridgeToActor(w, i, j);
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
b.LinkNeighbouringBridges(w,this);
}
void ConvertBridgeToActor(World w, int i, int j)
{
{
// This cell already has a bridge overlaying it from a previous iteration
if (Bridges[i,j] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles.Value[i, j].type;
var index = w.Map.MapTiles.Value[i, j].index;
var template = w.TileSet.Templates[tile];
var ni = i - index % template.Size.X;
var nj = j - index / template.Size.X;
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
var bridge = w.CreateActor(BridgeTypes[tile].First, new TypeDictionary
{
@@ -79,36 +79,36 @@ namespace OpenRA.Mods.RA
new OwnerInit( w.WorldActor.Owner ),
new HealthInit( BridgeTypes[tile].Second ),
}).Trait<Bridge>();
Dictionary<int2, byte> subTiles = new Dictionary<int2, byte>();
// For each subtile in the template
for (byte ind = 0; ind < template.Size.X*template.Size.Y; ind++)
{
// Is this tile actually included in the bridge template?
if (!template.Tiles.Keys.Contains(ind))
continue;
// Where do we expect to find the subtile
// Where do we expect to find the subtile
var x = ni + ind % template.Size.X;
var y = nj + ind / template.Size.X;
// This isn't the bridge you're looking for
if (!w.Map.IsInMap(x, y) || w.Map.MapTiles.Value[x, y].index != ind)
continue;
subTiles.Add(new int2(x,y),ind);
Bridges[x,y] = bridge;
}
bridge.Create(tile, subTiles);
}
// Used to check for neighbouring bridges
public Bridge GetBridge(int2 cell)
{
if (!world.Map.IsInMap(cell.X, cell.Y))
return null;
return Bridges[ cell.X, cell.Y ];
}
}