categorize traits better
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70
OpenRa.Game/Traits/World/BridgeLoadHook.cs
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70
OpenRa.Game/Traits/World/BridgeLoadHook.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Traits
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{
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class BridgeLoadHookInfo : StatelessTraitInfo<BridgeLoadHook> { }
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class BridgeLoadHook : ILoadWorldHook
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{
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static void MakeBridges(World w)
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{
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var mini = w.Map.XOffset; var maxi = w.Map.XOffset + w.Map.Width;
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var minj = w.Map.YOffset; var maxj = w.Map.YOffset + w.Map.Height;
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for (var j = minj; j < maxj; j++)
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for (var i = mini; i < maxi; i++)
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if (IsBridge(w, w.Map.MapTiles[i, j].tile))
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ConvertBridgeToActor(w, i, j);
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foreach (var br in w.Queries.WithTraitMultiple<Bridge>())
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br.Trait.FinalizeBridges(w);
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}
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static void ConvertBridgeToActor(World w, int i, int j)
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{
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var tile = w.Map.MapTiles[i, j].tile;
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var image = w.Map.MapTiles[i, j].image;
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var template = w.TileSet.walk[tile];
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// base position of the tile
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var ni = i - image % template.Size.X;
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var nj = j - image / template.Size.X;
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var replacedTiles = new Dictionary<int2, int>();
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for (var y = nj; y < nj + template.Size.Y; y++)
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for (var x = ni; x < ni + template.Size.X; x++)
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{
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var n = (x - ni) + template.Size.X * (y - nj);
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if (!template.TerrainType.ContainsKey(n)) continue;
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if (w.Map.IsInMap(x, y))
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if (w.Map.MapTiles[x, y].tile == tile
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&& w.Map.MapTiles[x, y].image == n)
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{
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// stash it
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replacedTiles[new int2(x, y)] = w.Map.MapTiles[x, y].image;
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// remove the tile from the actual map
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w.Map.MapTiles[x, y].tile = 0xfffe;
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w.Map.MapTiles[x, y].image = 0;
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}
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}
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if (replacedTiles.Any())
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{
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var a = w.CreateActor(template.Bridge, new int2(ni, nj), null);
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var br = a.traits.Get<Bridge>();
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br.SetTiles(w, template, replacedTiles);
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}
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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}
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public void WorldLoaded(World w) { MakeBridges(w); }
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}
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}
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