Move Palette traits to their own directory.
Also adds missing TraitLocation definitions.
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59
OpenRA.Mods.Common/Traits/Palettes/FixedColorPalette.cs
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59
OpenRA.Mods.Common/Traits/Palettes/FixedColorPalette.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 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 OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Add this to the World actor definition.")]
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public class FixedColorPaletteInfo : TraitInfo
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{
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[PaletteReference]
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[Desc("The name of the palette to base off.")]
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public readonly string Base = TileSet.TerrainPaletteInternalName;
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[PaletteDefinition]
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[Desc("The name of the resulting palette")]
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public readonly string Name = "resources";
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[Desc("Remap these indices to pre-defined colors.")]
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public readonly int[] RemapIndex = { };
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[Desc("The fixed color to remap.")]
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public readonly Color Color;
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[Desc("Allow palette modifiers to change the palette.")]
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public readonly bool AllowModifiers = true;
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public override object Create(ActorInitializer init) { return new FixedColorPalette(this); }
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}
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public class FixedColorPalette : ILoadsPalettes
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{
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readonly FixedColorPaletteInfo info;
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public FixedColorPalette(FixedColorPaletteInfo info)
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{
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this.info = info;
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}
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public void LoadPalettes(WorldRenderer wr)
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{
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var (_, h, s, _) = info.Color.ToAhsv();
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var remap = new PlayerColorRemap(info.RemapIndex, h, s);
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wr.AddPalette(info.Name, new ImmutablePalette(wr.Palette(info.Base).Palette, remap), info.AllowModifiers);
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}
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}
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}
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