ICustomTerrain; more bridge code
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@@ -137,7 +137,7 @@ namespace OpenRa
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internal void Draw(SpriteRenderer r)
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{
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return;
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return; // temp; just so i can see until i'm done with the bridges.
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if (dirty)
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{
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@@ -12,11 +12,11 @@ namespace OpenRa.Traits
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public object Create(Actor self) { return new Bridge(); }
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}
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class Bridge : IRender, ITick
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class Bridge : IRender, ITick, ICustomTerrain
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{
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Animation anim;
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public Bridge() {}
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Dictionary<int2, int> Tiles;
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TileTemplate Template;
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public IEnumerable<Renderable> Render(Actor self)
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{
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@@ -37,7 +37,18 @@ namespace OpenRa.Traits
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public void SetTiles(TileTemplate template, Dictionary<int2, int> replacedTiles)
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{
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/* todo: stash these, etc */
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Template = template;
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Tiles = replacedTiles;
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foreach (var t in replacedTiles.Keys)
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Game.world.customTerrain[t.X, t.Y] = this;
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}
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public double GetCost(int2 p, UnitMovementType umt)
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{
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var origTile = Tiles[p]; // if this explodes, then SetTiles did something horribly wrong.
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return 1.0;
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}
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}
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}
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@@ -25,6 +25,8 @@ namespace OpenRa.Traits
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public interface IAcceptThief { void OnSteal(Actor self, Actor thief); }
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public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
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public interface ICustomTerrain { double GetCost(int2 p, UnitMovementType umt); }
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interface IProducer
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{
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bool Produce( Actor self, ActorInfo producee );
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@@ -4,6 +4,7 @@ using OpenRa.Effects;
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using OpenRa.Support;
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using OpenRa.FileFormats;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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namespace OpenRa
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{
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@@ -21,6 +22,9 @@ namespace OpenRa
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public readonly Map Map;
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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 WorldRenderer WorldRenderer;
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internal readonly Minimap Minimap;
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