Remove hardcoded limitation on mapsize everywhere except minimap
This commit is contained in:
@@ -256,6 +256,11 @@ namespace OpenRA.FileFormats
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}
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}
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public bool IsInMap(int2 xy)
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{
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return IsInMap(xy.X,xy.Y);
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}
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public bool IsInMap(int x, int y)
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{
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return (x >= XOffset && y >= YOffset && x < XOffset + Width && y < YOffset + Height);
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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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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@@ -160,9 +160,9 @@ namespace OpenRA
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static CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ 128, 128 ];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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var cellInfo = new CellInfo[ Game.world.Map.MapSize, Game.world.Map.MapSize ];
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for( int x = 0 ; x < Game.world.Map.MapSize ; x++ )
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for( int y = 0 ; y < Game.world.Map.MapSize ; y++ )
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cellInfo[ x, y ] = new CellInfo( float.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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@@ -30,21 +30,30 @@ namespace OpenRA
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{
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public class Shroud
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{
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bool[,] explored = new bool[128, 128];
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bool[,] explored;
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites = new Sprite[128, 128];
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Sprite[,] sprites;
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField;
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bool[,] gapActive;
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bool dirty = true;
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bool hasGPS = false;
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Player owner;
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Map map;
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public Rectangle? bounds;
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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public Shroud(Player owner, Map map)
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{
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this.owner = owner;
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this.map = map;
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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explored = new bool[map.MapSize, map.MapSize];
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sprites = new Sprite[map.MapSize, map.MapSize];
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gapField = new int[map.MapSize, map.MapSize];
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gapActive = new bool[map.MapSize, map.MapSize];
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}
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public bool HasGPS
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{
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@@ -57,7 +66,7 @@ namespace OpenRA
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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gapActive = new bool[128, 128];
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gapActive = new bool[map.MapSize, map.MapSize];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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foreach (var t in a.Trait.GetShroudedTiles())
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{
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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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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@@ -19,6 +19,7 @@
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#endregion
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using OpenRA.GameRules;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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@@ -29,11 +30,17 @@ namespace OpenRA.Traits
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public class BuildingInfluence
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{
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bool[,] blocked = new bool[128, 128];
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Actor[,] influence = new Actor[128, 128];
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bool[,] blocked;
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Actor[,] influence;
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Map map;
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public BuildingInfluence( Actor self )
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{
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map = self.World.Map;
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blocked = new bool[map.MapSize, map.MapSize];
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influence = new Actor[map.MapSize, map.MapSize];
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self.World.ActorAdded +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), true); };
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@@ -45,27 +52,22 @@ namespace OpenRA.Traits
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void ChangeInfluence( Actor a, Building building, bool isAdd )
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{
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foreach( var u in Footprint.UnpathableTiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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if( map.IsInMap( u ) )
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blocked[ u.X, u.Y ] = isAdd;
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foreach( var u in Footprint.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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if( map.IsInMap( u ) )
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influence[ u.X, u.Y ] = isAdd ? a : null;
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}
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bool IsValid(int2 t)
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{
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return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
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}
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public Actor GetBuildingAt(int2 cell)
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{
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if (!IsValid(cell)) return null;
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if (!map.IsInMap(cell)) return null;
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return influence[cell.X, cell.Y];
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}
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public bool CanMoveHere(int2 cell)
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{
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return IsValid(cell) && !blocked[cell.X, cell.Y];
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return map.IsInMap(cell) && !blocked[cell.X, cell.Y];
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}
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}}
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@@ -152,7 +152,7 @@ namespace OpenRA.Traits
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var mini = map.XOffset; var maxi = map.XOffset + map.Width;
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var minj = map.YOffset; var maxj = map.YOffset + map.Height;
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var newDensity = new byte[128, 128];
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var newDensity = new byte[map.MapSize, map.MapSize];
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (content[i, j].type == info)
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@@ -171,7 +171,7 @@ namespace OpenRA.Traits
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var mini = map.XOffset; var maxi = map.XOffset + map.Width;
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var minj = map.YOffset; var maxj = map.YOffset + map.Height;
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var growMask = new bool[128, 128];
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var growMask = new bool[map.MapSize, map.MapSize];
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for (int j = minj; j < maxj; j++)
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for (int i = mini; i < maxi; i++)
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if (content[i,j].type == null
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@@ -32,12 +32,14 @@ namespace OpenRA.Traits
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public class UnitInfluence : ITick
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{
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List<Actor>[,] influence = new List<Actor>[128, 128];
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List<Actor>[,] influence;
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public UnitInfluence( Actor self )
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{
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for (int i = 0; i < self.World.Map.MapSize; i++)
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for (int j = 0; j < self.World.Map.MapSize; j++)
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int size = self.World.Map.MapSize;
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influence = new List<Actor>[size, size];
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for (int i = 0; i < size; i++)
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for (int j = 0; j < size; j++)
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influence[ i, j ] = new List<Actor>();
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self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
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@@ -66,7 +66,7 @@ namespace OpenRA
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public readonly TileSet TileSet;
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// for tricky things like bridges.
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public readonly ICustomTerrain[,] customTerrain = new ICustomTerrain[128, 128];
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public readonly ICustomTerrain[,] customTerrain;
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public readonly WorldRenderer WorldRenderer;
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internal readonly Minimap Minimap;
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@@ -76,6 +76,7 @@ namespace OpenRA
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Timer.Time( "----World.ctor" );
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Map = new Map( Game.LobbyInfo.GlobalSettings.Map );
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customTerrain = new ICustomTerrain[Map.MapSize, Map.MapSize];
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Timer.Time( "new Map: {0}" );
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TheaterInfo theaterInfo = Rules.Info["world"].Traits.WithInterface<TheaterInfo>().Where(t => t.Theater == Map.Theater).FirstOrDefault();
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