Use CellLayers for pathfinder debug.
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@@ -11,6 +11,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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@@ -20,7 +21,7 @@ namespace OpenRA.Mods.RA
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class PathfinderDebugOverlayInfo : TraitInfo<PathfinderDebugOverlay> { }
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class PathfinderDebugOverlay : IRenderOverlay, IWorldLoaded
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{
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Dictionary<Player, int[,]> layers;
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Dictionary<Player, CellLayer<int>> layers;
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int refreshTick;
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World world;
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public bool Visible;
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@@ -29,7 +30,7 @@ namespace OpenRA.Mods.RA
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{
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world = w;
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refreshTick = 0;
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layers = new Dictionary<Player, int[,]>(8);
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layers = new Dictionary<Player, CellLayer<int>>(8);
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// Enabled via Cheats menu
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Visible = false;
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@@ -39,15 +40,15 @@ namespace OpenRA.Mods.RA
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{
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if (maxWeight == 0) return;
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int[,] layer;
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CellLayer<int> layer;
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if (!layers.TryGetValue(pl, out layer))
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{
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layer = new int[world.Map.MapSize.X, world.Map.MapSize.Y];
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layer = new CellLayer<int>(world.Map);
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layers.Add(pl, layer);
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}
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foreach (var p in cellWeights)
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layer[p.First.X, p.First.Y] = Math.Min(128, layer[p.First.X, p.First.Y] + (maxWeight - p.Second) * 64 / maxWeight);
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layer[p.First] = Math.Min(128, layer[p.First] + (maxWeight - p.Second) * 64 / maxWeight);
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}
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public void Render(WorldRenderer wr)
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@@ -59,29 +60,25 @@ namespace OpenRA.Mods.RA
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var doDim = refreshTick - world.WorldTick <= 0;
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if (doDim) refreshTick = world.WorldTick + 20;
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var viewBounds = wr.Viewport.CellBounds;
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foreach (var pair in layers)
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{
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var c = (pair.Key != null) ? pair.Key.Color.RGB : Color.PaleTurquoise;
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var layer = pair.Value;
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// Only render quads in viewing range:
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for (var j = viewBounds.Top; j <= viewBounds.Bottom; ++j)
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foreach (var cell in wr.Viewport.VisibleCells)
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{
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for (var i = viewBounds.Left; i <= viewBounds.Right; ++i)
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{
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if (layer[i, j] <= 0)
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continue;
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if (layer[cell] <= 0)
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continue;
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var w = Math.Max(0, Math.Min(layer[i, j], 128));
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if (doDim)
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layer[i, j] = layer[i, j] * 5 / 6;
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var w = Math.Max(0, Math.Min(layer[cell], 128));
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if (doDim)
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layer[cell] = layer[cell] * 5 / 6;
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// TODO: This doesn't make sense for isometric terrain
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var tl = wr.ScreenPxPosition(new CPos(i, j).TopLeft);
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var br = wr.ScreenPxPosition(new CPos(i, j).BottomRight);
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qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
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}
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// TODO: This doesn't make sense for isometric terrain
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var tl = wr.ScreenPxPosition(cell.TopLeft);
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var br = wr.ScreenPxPosition(cell.BottomRight);
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qr.FillRect(RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y), Color.FromArgb(w, c));
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}
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}
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}
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