Further RA project cleanup
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88
OpenRA.Mods.D2k/Traits/Buildings/LaysTerrain.cs
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88
OpenRA.Mods.D2k/Traits/Buildings/LaysTerrain.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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public class LaysTerrainInfo : ITraitInfo, Requires<BuildingInfo>
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{
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[Desc("The terrain template to place. If the template is PickAny, then" +
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"the actor footprint will be filled with this tile.")]
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public readonly ushort Template = 0;
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[Desc("The terrain types that this template will be placed on")]
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public readonly string[] TerrainTypes = {};
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[Desc("Offset relative to the actor TopLeft. Not used if the template is PickAny")]
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public readonly CVec Offset = CVec.Zero;
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public object Create(ActorInitializer init) { return new LaysTerrain(init.self, this); }
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}
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public class LaysTerrain : INotifyAddedToWorld
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{
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readonly LaysTerrainInfo info;
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readonly BuildableTerrainLayer layer;
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readonly BuildingInfluence bi;
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readonly TerrainTemplateInfo template;
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public LaysTerrain(Actor self, LaysTerrainInfo info)
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{
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this.info = info;
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layer = self.World.WorldActor.Trait<BuildableTerrainLayer>();
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bi = self.World.WorldActor.Trait<BuildingInfluence>();
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template = self.World.TileSet.Templates[info.Template];
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}
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public void AddedToWorld(Actor self)
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{
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var map = self.World.Map;
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if (template.PickAny)
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{
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// Fill the footprint with random variants
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foreach (var c in FootprintUtils.Tiles(self))
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{
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// Only place on allowed terrain types
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if (!info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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layer.AddTile(c, new TerrainTile(template.Id, (byte)index));
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}
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return;
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}
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var origin = self.Location + info.Offset;
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for (var i = 0; i < template.TilesCount; i++)
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{
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var c = origin + new CVec(i % template.Size.X, i / template.Size.X);
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// Only place on allowed terrain types
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if (!info.TerrainTypes.Contains(map.GetTerrainInfo(c).Type))
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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}
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}
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}
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}
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