fixes Shroud
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@@ -43,10 +43,6 @@ namespace OpenRa.Game
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static readonly byte[] ShroudTiles =
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{
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0xf,0xf,0xf,0xf,
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0xf,0xf,0xf,0xf,
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0xf,0xf,0xf,0xf,
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0xf,0xf,0xf,0xf,
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0,7,13,0,
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14,6,12,4,
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11,3,9,1,
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@@ -61,27 +57,51 @@ namespace OpenRa.Game
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36, 33, 32, 47,
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};
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static readonly byte[][] SpecialShroudTiles =
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{
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new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
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new byte[] { 32, 32, 25, 25, 19, 19, 20, 20 },
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new byte[] { 33, 33, 33, 33, 26, 26, 26, 26, 21, 21, 21, 21, 23, 23, 23, 23 },
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new byte[] { 36, 36, 36, 36, 30, 30, 30, 30 },
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new byte[] { 34, 16, 34, 16, 34, 16, 34, 16, 27, 22, 27, 22, 27, 22, 27, 22 },
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new byte[] { 44 },
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new byte[] { 37, 37, 37, 37, 37, 37, 37, 37, 31, 31, 31, 31, 31, 31, 31, 31 },
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new byte[] { 40 },
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new byte[] { 35, 24, 17, 18 },
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new byte[] { 39, 39, 29, 29 },
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new byte[] { 45 },
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new byte[] { 43 },
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new byte[] { 38, 28 },
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new byte[] { 42 },
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new byte[] { 41 },
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new byte[] { 46 },
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};
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Sprite ChooseShroud(int i, int j)
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{
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// bits are for exploredness: left, right, up, down, self
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if( !IsExplored( i, j ) ) return shadowBits[ 0xf ];
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// bits are for unexploredness: up, right, down, left
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var v = 0;
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if (IsExplored(i - 1, j)) v |= 1;
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if (IsExplored(i + 1, j)) v |= 2;
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if (IsExplored(i, j - 1)) v |= 4;
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if (IsExplored(i, j + 1)) v |= 8;
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if (IsExplored(i, j)) v |= 16;
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var x = ShroudTiles[v];
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if (x != 0)
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return shadowBits[x];
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// bits are for exploredness: TL, TR, BR, BL
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// bits are for unexploredness: TL, TR, BR, BL
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var u = 0;
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if (IsExplored(i - 1, j - 1)) u |= 1;
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if (IsExplored(i + 1, j - 1)) u |= 2;
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if (IsExplored(i + 1, j + 1)) u |= 4;
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if (IsExplored(i - 1, j + 1)) u |= 8;
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return shadowBits[ExtraShroudTiles[u]];
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if( !IsExplored( i, j - 1 ) ) { v |= 1; u |= 3; }
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if( !IsExplored( i + 1, j ) ) { v |= 2; u |= 6; }
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if( !IsExplored( i, j + 1 ) ) { v |= 4; u |= 12; }
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if( !IsExplored( i - 1, j ) ) { v |= 8; u |= 9; }
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var uSides = u;
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if( !IsExplored( i - 1, j - 1 ) ) u |= 1;
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if( !IsExplored( i + 1, j - 1 ) ) u |= 2;
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if( !IsExplored( i + 1, j + 1 ) ) u |= 4;
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if( !IsExplored( i - 1, j + 1 ) ) u |= 8;
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if( ( u | uSides ) == uSides )
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return shadowBits[ v ];
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return shadowBits[ SpecialShroudTiles[ u ^ uSides ][ v ] ];
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}
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public void Draw(SpriteRenderer r)
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