Implement TS bridge rendering.
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100
OpenRA.Mods.Common/Traits/Render/WithDeadBridgeSpriteBody.cs
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100
OpenRA.Mods.Common/Traits/Render/WithDeadBridgeSpriteBody.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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class WithDeadBridgeSpriteBodyInfo : WithSpriteBodyInfo
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{
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[ActorReference]
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public readonly string[] RampActors = { };
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[Desc("Offset to search for the 'A' neighbour")]
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public readonly CVec AOffset = CVec.Zero;
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[Desc("Position to search for the 'B' neighbour")]
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public readonly CVec BOffset = CVec.Zero;
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[SequenceReference]
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public readonly string[] ARampSequences = { "aramp" };
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[SequenceReference]
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public readonly string[] BRampSequences = { "bramp" };
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[SequenceReference]
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public readonly string[] ABRampSequences = { "abramp" };
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[SequenceReference]
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[Desc("Placeholder sequence to use in the map editor.")]
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public readonly string EditorSequence = "editor";
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[PaletteReference]
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[Desc("Palette to use for the editor placeholder.")]
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public readonly string EditorPalette = "terrainalpha";
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public override object Create(ActorInitializer init) { return new WithDeadBridgeSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image);
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var sequence = init.World.Type == WorldType.Editor ? EditorSequence : Sequence;
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var palette = init.World.Type == WorldType.Editor ? init.WorldRenderer.Palette(EditorPalette) : p;
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), sequence), () => 0);
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yield return new SpriteActorPreview(anim, () => WVec.Zero, () => 0, palette, rs.Scale);
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}
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}
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class WithDeadBridgeSpriteBody : WithSpriteBody
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{
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readonly WithDeadBridgeSpriteBodyInfo bridgeInfo;
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readonly BridgeLayer bridgeLayer;
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public WithDeadBridgeSpriteBody(ActorInitializer init, WithDeadBridgeSpriteBodyInfo info)
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: base(init, info, () => 0)
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{
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bridgeInfo = info;
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bridgeLayer = init.World.WorldActor.Trait<BridgeLayer>();
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}
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bool RampExists(Actor self, CVec offset)
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{
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var neighbour = bridgeLayer[self.Location + offset];
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if (neighbour == null)
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return false;
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return bridgeInfo.RampActors.Contains(neighbour.Info.Name);
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}
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protected override void OnBuildComplete(Actor self)
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{
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self.World.AddFrameEndTask(w =>
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{
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var aRamp = bridgeInfo.AOffset != CVec.Zero && RampExists(self, bridgeInfo.AOffset);
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var bRamp = bridgeInfo.BOffset != CVec.Zero && RampExists(self, bridgeInfo.BOffset);
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var sequence = DefaultAnimation.CurrentSequence.Name;
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if (aRamp && bRamp && bridgeInfo.ABRampSequences.Any())
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sequence = bridgeInfo.ABRampSequences.Random(Game.CosmeticRandom);
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else if (aRamp && bridgeInfo.ARampSequences.Any())
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sequence = bridgeInfo.ARampSequences.Random(Game.CosmeticRandom);
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else if (bRamp && bridgeInfo.BRampSequences.Any())
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sequence = bridgeInfo.BRampSequences.Random(Game.CosmeticRandom);
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DefaultAnimation.PlayRepeating(NormalizeSequence(self, sequence));
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});
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}
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}
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}
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