map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
This commit is contained in:
@@ -44,9 +44,9 @@ namespace OpenRa.Game
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+ "; add Traits= to units.ini for appropriate unit" );
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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}
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public Actor( TreeReference tree, TreeCache treeRenderer, int2 mapOffset )
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public Actor( TreeReference tree, TreeCache treeRenderer )
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{
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{
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Location = new int2( tree.Location ) - mapOffset;
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Location = new int2( tree.Location );
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traits.Add( new Traits.Tree( treeRenderer.GetImage( tree.Image ) ) );
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traits.Add( new Traits.Tree( treeRenderer.GetImage( tree.Image ) ) );
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}
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}
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@@ -53,14 +53,14 @@ namespace OpenRa.Game
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map = new Map(mapFile);
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map = new Map(mapFile);
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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viewport = new Viewport(clientSize, map.Size, renderer);
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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terrain = new TerrainRenderer(renderer, map, viewport);
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terrain = new TerrainRenderer(renderer, map, viewport);
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world = new World();
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world = new World();
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treeCache = new TreeCache(map);
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treeCache = new TreeCache(map);
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foreach (TreeReference treeReference in map.Trees)
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foreach (TreeReference treeReference in map.Trees)
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world.Add(new Actor(treeReference, treeCache, map.Offset));
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world.Add(new Actor(treeReference, treeCache));
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BuildingInfluence = new BuildingInfluenceMap(8);
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BuildingInfluence = new BuildingInfluenceMap(8);
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UnitInfluence = new UnitInfluenceMap();
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UnitInfluence = new UnitInfluenceMap();
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@@ -90,7 +90,7 @@ namespace OpenRa.Game
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128-map.Offset.Y ), players[ 0 ] ) );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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}
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}
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@@ -101,7 +101,7 @@ namespace OpenRa.Game
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//num=owner,type,health,location,facing,action,trigger
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//num=owner,type,health,location,facing,action,trigger
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128 - map.Offset.Y ), players[ 0 ] ) );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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}
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}
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@@ -142,8 +142,6 @@ namespace OpenRa.Game
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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if (UnitInfluence.GetUnitAt(a) != null) return false;
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if (UnitInfluence.GetUnitAt(a) != null) return false;
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a += map.Offset;
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return map.IsInMap(a.X, a.Y) &&
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return map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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TerrainCosts.Cost(umt,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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@@ -73,7 +73,7 @@ namespace OpenRa.Game.Graphics
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{
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{
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var location = new int2(x, y);
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var location = new int2(x, y);
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spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
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spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
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Game.CellSize * (float2)(location - map.Offset), 0);
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Game.CellSize * (float2)location, 0);
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}
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}
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var o = tr.overlay;
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var o = tr.overlay;
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@@ -86,7 +86,7 @@ namespace OpenRa.Game.Graphics
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else if (overlayIsOre[o]) spriteIndex = 11;
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else if (overlayIsOre[o]) spriteIndex = 11;
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else if (overlayIsGems[o]) spriteIndex = 2;
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else if (overlayIsGems[o]) spriteIndex = 2;
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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Game.CellSize * (float2)(location - map.Offset), 0);
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Game.CellSize * (float2)location, 0);
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}
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}
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}
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}
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@@ -42,10 +42,10 @@ namespace OpenRa.Game.Graphics
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int nv = 0;
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int nv = 0;
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int ni = 0;
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int ni = 0;
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for( int j = 0 ; j < map.Height ; j++ )
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for( int j = map.YOffset ; j < map.YOffset + map.Height ; j++ )
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for (int i = 0; i < map.Width; i++)
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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{
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Sprite tile = tileMapping[map.MapTiles[i + map.XOffset, j + map.YOffset]];
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni);
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nv += 4;
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nv += 4;
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ni += 6;
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ni += 6;
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@@ -67,8 +67,8 @@ namespace OpenRa.Game.Graphics
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int visibleRows = (int)(region.Size.Y / 24.0f + 2);
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int visibleRows = (int)(region.Size.Y / 24.0f + 2);
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int firstRow = (int)((region.Position.Y + viewport.Location.Y) / 24.0f);
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int firstRow = 0;// (int)( ( region.Position.Y + viewport.Location.Y ) / 24.0f );
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int lastRow = firstRow + visibleRows;
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int lastRow = 128;// firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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if (lastRow < 0 || firstRow > map.Height)
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return;
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return;
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@@ -6,35 +6,36 @@ namespace OpenRa.Game.Graphics
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{
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{
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class Viewport
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class Viewport
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{
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{
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readonly float2 size;
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readonly float2 screenSize;
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readonly float2 mapSize;
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float2 scrollPosition;
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float2 scrollPosition;
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readonly Renderer renderer;
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readonly Renderer renderer;
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public float2 Location { get { return scrollPosition; } }
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public float2 Location { get { return scrollPosition; } }
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public float2 Size { get { return size; } }
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public int Width { get { return (int)size.X; } }
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public int Width { get { return (int)screenSize.X; } }
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public int Height { get { return (int)size.Y; } }
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public int Height { get { return (int)screenSize.Y; } }
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public Cursor cursor = Cursor.Move;
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public Cursor cursor = Cursor.Move;
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SpriteRenderer cursorRenderer;
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SpriteRenderer cursorRenderer;
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int2 mousePos;
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int2 mousePos;
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float cursorFrame = 0f;
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float cursorFrame = 0f;
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readonly float2 scrollLowBounds, scrollHighBounds;
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public void Scroll(float2 delta)
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public void Scroll(float2 delta)
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{
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{
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scrollPosition = ( scrollPosition + delta ).Constrain( float2.Zero, mapSize );
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scrollPosition = ( scrollPosition + delta ).Constrain( scrollLowBounds, scrollHighBounds );
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}
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}
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public Viewport(float2 size, float2 mapSize, Renderer renderer)
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public Viewport(float2 screenSize, int2 mapStart, int2 mapEnd, Renderer renderer)
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{
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{
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this.size = size;
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this.screenSize = screenSize;
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this.mapSize = Game.CellSize * mapSize - size + new float2(128, 0);
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this.scrollLowBounds = Game.CellSize * mapStart;
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if( this.mapSize.X < 0 ) this.mapSize.X = 0;
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this.scrollHighBounds = float2.Max( scrollLowBounds, Game.CellSize * mapEnd - ( screenSize - new float2( 128, 0 ) ) );
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if( this.mapSize.Y < 0 ) this.mapSize.Y = 0;
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this.renderer = renderer;
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this.renderer = renderer;
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cursorRenderer = new SpriteRenderer(renderer, true);
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cursorRenderer = new SpriteRenderer(renderer, true);
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this.scrollPosition = scrollLowBounds;
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}
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}
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List<Region> regions = new List<Region>();
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List<Region> regions = new List<Region>();
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@@ -43,7 +44,7 @@ namespace OpenRa.Game.Graphics
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public void DrawRegions()
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public void DrawRegions()
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{
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{
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float2 r1 = new float2(2, -2) / Size;
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float2 r1 = new float2(2, -2) / screenSize;
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float2 r2 = new float2(-1, 1);
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float2 r2 = new float2(-1, 1);
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renderer.BeginFrame(r1, r2, scrollPosition);
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renderer.BeginFrame(r1, r2, scrollPosition);
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@@ -59,14 +59,11 @@ namespace OpenRa.Game
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SequenceProvider.ForcePrecache();
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SequenceProvider.ForcePrecache();
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Game.world.Add( new Actor( "mcv", new int2( 5, 5 ), Game.players[ 1 ]) );
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 5, 5 ), Game.players[ 1 ]) );
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Game.world.Add( new Actor( "mcv", new int2( 7, 5 ), Game.players[ 2 ] ) );
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 7, 5 ), Game.players[ 2 ] ) );
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Game.world.Add( new Actor( "mcv", new int2( 9, 5 ), Game.players[ 0 ] ) );
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Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 9, 5 ), Game.players[ 0 ] ) );
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var jeep = new Actor( "jeep", new int2( 9, 15 ), Game.players[ 1 ] );
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Game.world.Add( new Actor( "jeep", Game.map.Offset + new int2( 9, 15 ), Game.players[ 1 ] ) );
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Game.world.Add( jeep );
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Game.world.Add( new Actor( "3tnk", Game.map.Offset + new int2( 12, 7 ), Game.players[ 1 ] ) );
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var tank = new Actor( "3tnk", new int2( 12, 7 ), Game.players[ 1 ] );
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Game.world.Add( tank );
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tank.traits.Get<Traits.AttackTurreted>().target = jeep;
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sidebar = new Sidebar(renderer);
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sidebar = new Sidebar(renderer);
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@@ -34,8 +34,7 @@ namespace OpenRa.Game
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public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
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public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
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{
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{
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var tilesInRange = Game.FindTilesInCircle(dest, range)
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var tilesInRange = Game.FindTilesInCircle(dest, range)
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.Where(t => Game.IsCellBuildable(t, umt))
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.Where(t => Game.IsCellBuildable(t, umt));
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.Select(t => t + map.Offset);
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var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
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var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
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path.Reverse();
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path.Reverse();
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@@ -44,19 +43,18 @@ namespace OpenRa.Game
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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{
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{
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var offset = map.Offset;
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var cellInfo = InitCellInfo();
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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var queue = new PriorityQueue<PathDistance>();
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var estimator = DefaultEstimator( from );
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var estimator = DefaultEstimator( from );
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|
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var cost = 0.0;
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var cost = 0.0;
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var prev = path[ 0 ] + offset;
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var prev = path[ 0 ];
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for( int i = 0 ; i < path.Count ; i++ )
|
for( int i = 0 ; i < path.Count ; i++ )
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{
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{
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var sl = path[ i ] + offset;
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var sl = path[ i ];
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if( i == 0 || Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
|
if( i == 0 || Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
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{
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{
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queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
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queue.Add( new PathDistance( estimator( sl ), sl ) );
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cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
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cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
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}
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}
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var d = sl - prev;
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var d = sl - prev;
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@@ -70,19 +68,17 @@ namespace OpenRa.Game
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|
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List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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{
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{
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var startLocation = unitLocation + map.Offset;
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return FindUnitPath( new[] { unitLocation }, estimator, umt );
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return FindUnitPath( new[] {startLocation}, estimator, umt );
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}
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}
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|
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
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{
|
{
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var offset = map.Offset;
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var cellInfo = InitCellInfo();
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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var queue = new PriorityQueue<PathDistance>();
|
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|
|
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foreach (var sl in startLocations)
|
foreach (var sl in startLocations)
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{
|
{
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queue.Add(new PathDistance(estimator(sl - offset), sl));
|
queue.Add(new PathDistance(estimator(sl), sl));
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cellInfo[sl.X, sl.Y].MinCost = 0;
|
cellInfo[sl.X, sl.Y].MinCost = 0;
|
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}
|
}
|
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|
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@@ -91,7 +87,6 @@ namespace OpenRa.Game
|
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|
|
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List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
|
List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
|
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{
|
{
|
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var offset = map.Offset;
|
|
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|
|
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while( !queue.Empty )
|
while( !queue.Empty )
|
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{
|
{
|
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@@ -99,8 +94,8 @@ namespace OpenRa.Game
|
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int2 here = p.Location;
|
int2 here = p.Location;
|
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cellInfo[ here.X, here.Y ].Seen = true;
|
cellInfo[ here.X, here.Y ].Seen = true;
|
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|
|
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if( estimator( here - offset ) == 0.0 )
|
if( estimator( here ) == 0.0 )
|
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return MakePath( cellInfo, here, offset );
|
return MakePath( cellInfo, here );
|
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|
|
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foreach( int2 d in Util.directions )
|
foreach( int2 d in Util.directions )
|
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{
|
{
|
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@@ -110,9 +105,9 @@ namespace OpenRa.Game
|
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continue;
|
continue;
|
||||||
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
|
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
|
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continue;
|
continue;
|
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if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
|
if (Game.BuildingInfluence.GetBuildingAt(newHere) != null)
|
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continue;
|
continue;
|
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if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere - offset ) != null )
|
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null )
|
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continue;
|
continue;
|
||||||
|
|
||||||
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
|
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
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@@ -124,7 +119,7 @@ namespace OpenRa.Game
|
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cellInfo[ newHere.X, newHere.Y ].Path = here;
|
cellInfo[ newHere.X, newHere.Y ].Path = here;
|
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cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
|
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
|
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|
|
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queue.Add( new PathDistance( newCost + estimator( newHere - offset ), newHere ) );
|
queue.Add( new PathDistance( newCost + estimator( newHere ), newHere ) );
|
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}
|
}
|
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}
|
}
|
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|
|
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@@ -141,18 +136,18 @@ namespace OpenRa.Game
|
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return cellInfo;
|
return cellInfo;
|
||||||
}
|
}
|
||||||
|
|
||||||
List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination, int2 offset )
|
List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
|
||||||
{
|
{
|
||||||
List<int2> ret = new List<int2>();
|
List<int2> ret = new List<int2>();
|
||||||
int2 pathNode = destination;
|
int2 pathNode = destination;
|
||||||
|
|
||||||
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
|
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
|
||||||
{
|
{
|
||||||
ret.Add( pathNode - offset );
|
ret.Add( pathNode );
|
||||||
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
|
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
|
||||||
}
|
}
|
||||||
|
|
||||||
ret.Add(pathNode - offset);
|
ret.Add(pathNode);
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ namespace OpenRa.Game.Traits
|
|||||||
|
|
||||||
for (int i = 0; i < 2 * size; i++)
|
for (int i = 0; i < 2 * size; i++)
|
||||||
{
|
{
|
||||||
var p = self.Location + Game.map.Offset + new int2(i % size, i / size + bibOffset);
|
var p = self.Location + new int2(i % size, i / size + bibOffset);
|
||||||
Game.map.MapTiles[p.X, p.Y].smudge = (byte)(i + startIndex);
|
Game.map.MapTiles[p.X, p.Y].smudge = (byte)(i + startIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user