Use CellLayer for terrain.

This commit is contained in:
Paul Chote
2014-05-17 02:25:49 +12:00
parent ad730a44c3
commit 997216aef0
12 changed files with 93 additions and 79 deletions

View File

@@ -51,9 +51,14 @@ namespace OpenRA.Mods.RA
// Loop through the map looking for templates to overlay
for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
{
for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
ConvertBridgeToActor(w, new CPos(i, j));
{
var cell = new CPos(i, j);
if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[cell].Type))
ConvertBridgeToActor(w, cell);
}
}
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
@@ -67,8 +72,8 @@ namespace OpenRA.Mods.RA
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles.Value[cell.X, cell.Y].Type;
var index = w.Map.MapTiles.Value[cell.X, cell.Y].Index;
var tile = w.Map.MapTiles.Value[cell].Type;
var index = w.Map.MapTiles.Value[cell].Index;
var template = w.TileSet.Templates[tile];
var ni = cell.X - index % template.Size.X;
var nj = cell.Y - index / template.Size.X;
@@ -90,8 +95,8 @@ namespace OpenRA.Mods.RA
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
// This isn't the bridge you're looking for
if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile.X, subtile.Y].Type != tile ||
w.Map.MapTiles.Value[subtile.X, subtile.Y].Index != ind)
if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile].Type != tile ||
w.Map.MapTiles.Value[subtile].Index != ind)
continue;
subTiles.Add(subtile, ind);