StyleCop clean OpenRA.Game
This commit is contained in:
@@ -31,7 +31,7 @@ namespace OpenRA.Graphics
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public sealed class WorldRenderer : IDisposable
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{
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public readonly World world;
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public readonly World World;
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public readonly Theater Theater;
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public Viewport Viewport { get; private set; }
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@@ -42,10 +42,10 @@ namespace OpenRA.Graphics
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internal WorldRenderer(World world)
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{
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this.world = world;
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World = world;
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Viewport = new Viewport(this, world.Map);
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foreach (var pal in world.traitDict.ActorsWithTrait<ILoadsPalettes>())
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foreach (var pal in world.TraitDict.ActorsWithTrait<ILoadsPalettes>())
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pal.Trait.LoadPalettes(this);
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palette.Initialize();
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@@ -70,27 +70,27 @@ namespace OpenRA.Graphics
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List<IRenderable> GenerateRenderables()
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{
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var comparer = new RenderableComparer(this);
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var actors = world.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
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.Append(world.WorldActor)
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var actors = World.ScreenMap.ActorsInBox(Viewport.TopLeft, Viewport.BottomRight)
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.Append(World.WorldActor)
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.ToList();
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// Include player actor for the rendered player
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if (world.RenderPlayer != null)
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actors.Add(world.RenderPlayer.PlayerActor);
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if (World.RenderPlayer != null)
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actors.Add(World.RenderPlayer.PlayerActor);
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var worldRenderables = actors.SelectMany(a => a.Render(this));
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if (world.OrderGenerator != null)
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worldRenderables = worldRenderables.Concat(world.OrderGenerator.Render(this, world));
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if (World.OrderGenerator != null)
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worldRenderables = worldRenderables.Concat(World.OrderGenerator.Render(this, World));
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worldRenderables = worldRenderables.OrderBy(r => r, comparer);
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// Effects are drawn on top of all actors
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// HACK: Effects aren't interleaved with actors.
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var effectRenderables = world.Effects
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var effectRenderables = World.Effects
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.SelectMany(e => e.Render(this));
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if (world.OrderGenerator != null)
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effectRenderables = effectRenderables.Concat(world.OrderGenerator.RenderAfterWorld(this, world));
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if (World.OrderGenerator != null)
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effectRenderables = effectRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
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// Iterating via foreach copies the structs, so enumerate by index
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var renderables = worldRenderables.Concat(effectRenderables).ToList();
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@@ -107,7 +107,7 @@ namespace OpenRA.Graphics
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{
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RefreshPalette();
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if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
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if (World.IsShellmap && !Game.Settings.Game.ShowShellmap)
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return;
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var renderables = GenerateRenderables();
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@@ -121,13 +121,13 @@ namespace OpenRA.Graphics
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renderables[i].Render(this);
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// added for contrails
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foreach (var a in world.ActorsWithTrait<IPostRender>())
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foreach (var a in World.ActorsWithTrait<IPostRender>())
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if (a.Actor.IsInWorld && !a.Actor.Destroyed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
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var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
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foreach (var a in world.ActorsWithTrait<IRenderShroud>())
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foreach (var a in World.ActorsWithTrait<IRenderShroud>())
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a.Trait.RenderShroud(this, renderShroud);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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@@ -136,7 +136,7 @@ namespace OpenRA.Graphics
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Game.Renderer.DisableScissor();
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var overlayRenderables = world.Selection.Actors.Where(a => !a.Destroyed)
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(t => t.RenderAfterWorld(this))
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.ToList();
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@@ -156,12 +156,12 @@ namespace OpenRA.Graphics
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foreach (var r in g)
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r.RenderDebugGeometry(this);
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if (!world.IsShellmap && Game.Settings.Game.AlwaysShowStatusBars)
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if (!World.IsShellmap && Game.Settings.Game.AlwaysShowStatusBars)
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{
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foreach (var g in world.Actors.Where(a => !a.Destroyed
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foreach (var g in World.Actors.Where(a => !a.Destroyed
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&& a.HasTrait<Selectable>()
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&& !world.FogObscures(a)
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&& !world.Selection.Actors.Contains(a)))
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&& !World.FogObscures(a)
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&& !World.Selection.Actors.Contains(a)))
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DrawRollover(g);
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}
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@@ -206,14 +206,14 @@ namespace OpenRA.Graphics
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public void RefreshPalette()
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{
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palette.ApplyModifiers(world.WorldActor.TraitsImplementing<IPaletteModifier>());
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palette.ApplyModifiers(World.WorldActor.TraitsImplementing<IPaletteModifier>());
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Game.Renderer.SetPalette(palette);
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}
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// Conversion between world and screen coordinates
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public float2 ScreenPosition(WPos pos)
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{
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var ts = Game.modData.Manifest.TileSize;
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var ts = Game.ModData.Manifest.TileSize;
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return new float2(ts.Width * pos.X / 1024f, ts.Height * (pos.Y - pos.Z) / 1024f);
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}
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@@ -227,7 +227,7 @@ namespace OpenRA.Graphics
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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{
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var ts = Game.modData.Manifest.TileSize;
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var ts = Game.ModData.Manifest.TileSize;
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return new float[] { ts.Width * vec.X / 1024f, ts.Height * vec.Y / 1024f, ts.Height * vec.Z / 1024f, 1 };
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}
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@@ -240,13 +240,13 @@ namespace OpenRA.Graphics
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public float ScreenZPosition(WPos pos, int offset)
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{
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var ts = Game.modData.Manifest.TileSize;
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var ts = Game.ModData.Manifest.TileSize;
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return (pos.Y + pos.Z + offset) * ts.Height / 1024f;
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}
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public WPos Position(int2 screenPx)
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{
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var ts = Game.modData.Manifest.TileSize;
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var ts = Game.ModData.Manifest.TileSize;
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return new WPos(1024 * screenPx.X / ts.Width, 1024 * screenPx.Y / ts.Height, 0);
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}
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