fixed false-color minimap
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@@ -1,6 +1,7 @@
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using System.Drawing;
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using System.Linq;
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using OpenRa.Game.Traits;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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{
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@@ -21,20 +22,25 @@ namespace OpenRa.Game.Graphics
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}
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// todo: extract these from the palette
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static readonly Color[] terrainTypeColors = {
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Color.Green,
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Color.Red,
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Color.Blue,
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Color.Yellow,
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Color.Purple,
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Color.Turquoise,
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Color.Violet,
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Color.Tomato,
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Color.Teal,
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};
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Color[] terrainTypeColors;
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public void Update()
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{
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if (terrainTypeColors == null)
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{
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var pal = new Palette(FileSystem.Open(Rules.Map.Theater + ".pal"));
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terrainTypeColors = new[] {
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pal.GetColor(0x1a),
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pal.GetColor(0x63),
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pal.GetColor(0x2f),
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pal.GetColor(0x1f),
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pal.GetColor(0x14),
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pal.GetColor(0x64),
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pal.GetColor(0x1f),
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pal.GetColor(0x68),
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pal.GetColor(0x6b),
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};
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}
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if (terrain == null)
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{
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terrain = new Bitmap(128, 128);
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@@ -52,7 +58,7 @@ namespace OpenRa.Game.Graphics
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{
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var b = Game.BuildingInfluence.GetBuildingAt(new int2(x, y));
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if (b != null)
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bitmap.SetPixel(x, y, b.Owner != null ? Chat.paletteColors[(int)b.Owner.Palette] : Color.Gray);
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bitmap.SetPixel(x, y, b.Owner != null ? Chat.paletteColors[(int)b.Owner.Palette] : terrainTypeColors[4]);
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}
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foreach (var a in Game.world.Actors.Where(a => a.traits.Contains<Unit>()))
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