map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)
This commit is contained in:
@@ -14,15 +14,15 @@ namespace OpenRa.Game
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class Actor
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class Actor
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{
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{
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo unitInfo;
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public readonly UnitInfo unitInfo;
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public readonly uint ActorID;
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public readonly uint ActorID;
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public int2 Location;
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public int2 Location;
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public Player Owner;
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public Player Owner;
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public int Health;
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public int Health;
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public Actor( string name, int2 location, Player owner )
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public Actor( string name, int2 location, Player owner )
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{
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{
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ActorID = Game.world.NextAID();
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ActorID = Game.world.NextAID();
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unitInfo = Rules.UnitInfo[ name ];
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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Location = location;
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@@ -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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@@ -24,8 +24,8 @@ namespace OpenRa.Game
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public static Viewport viewport;
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public static Viewport viewport;
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public static PathFinder PathFinder;
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public static PathFinder PathFinder;
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public static WorldRenderer worldRenderer;
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public static WorldRenderer worldRenderer;
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public static Controller controller;
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public static Controller controller;
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public static OrderManager orderManager;
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public static OrderManager orderManager;
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static int localPlayerIndex;
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static int localPlayerIndex;
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@@ -36,8 +36,8 @@ namespace OpenRa.Game
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public static BuildingInfluenceMap BuildingInfluence;
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public static BuildingInfluenceMap BuildingInfluence;
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public static UnitInfluenceMap UnitInfluence;
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public static UnitInfluenceMap UnitInfluence;
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static ISoundEngine soundEngine;
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static ISoundEngine soundEngine;
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public static string Replay;
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public static string Replay;
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
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@@ -51,16 +51,16 @@ namespace OpenRa.Game
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var mapFile = new IniFile(FileSystem.Open(mapName));
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var mapFile = new IniFile(FileSystem.Open(mapName));
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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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@@ -74,10 +74,10 @@ namespace OpenRa.Game
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worldRenderer = new WorldRenderer(renderer);
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worldRenderer = new WorldRenderer(renderer);
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soundEngine = new ISoundEngine();
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soundEngine = new ISoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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sounds = new Cache<string, ISoundSource>(LoadSound);
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orderManager = (Replay == "")
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orderManager = (Replay == "")
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? new OrderManager(new[] { new LocalOrderSource() }, "replay.rep")
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? new OrderManager(new[] { new LocalOrderSource() }, "replay.rep")
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: new OrderManager(new[] { new ReplayOrderSource(Replay) });
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: new OrderManager(new[] { new ReplayOrderSource(Replay) });
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PlaySound("intro.aud", false);
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PlaySound("intro.aud", false);
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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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@@ -132,8 +132,8 @@ namespace OpenRa.Game
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world.Update();
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world.Update();
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UnitInfluence.Tick();
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UnitInfluence.Tick();
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viewport.DrawRegions();
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viewport.DrawRegions();
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orderManager.Tick();
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orderManager.Tick();
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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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@@ -253,8 +251,8 @@ namespace OpenRa.Game
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var mobile = unit.traits.Get<Mobile>();
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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mobile.facing = 128;
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mobile.QueueActivity(new Mobile.MoveTo(unit.Location + new int2(0, 3)));
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mobile.QueueActivity(new Mobile.MoveTo(unit.Location + new int2(0, 3)));
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}
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}
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world.Add(unit);
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world.Add(unit);
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if (producer.traits.Contains<RenderWarFactory>())
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if (producer.traits.Contains<RenderWarFactory>())
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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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@@ -1,89 +1,89 @@
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using System.Drawing;
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using System.Drawing;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using Ijw.DirectX;
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using Ijw.DirectX;
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using IjwFramework.Collections;
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using IjwFramework.Collections;
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using OpenRa.FileFormats;
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using OpenRa.FileFormats;
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namespace OpenRa.Game.Graphics
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namespace OpenRa.Game.Graphics
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{
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{
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class TerrainRenderer
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class TerrainRenderer
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{
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{
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FvfVertexBuffer<Vertex> vertexBuffer;
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FvfVertexBuffer<Vertex> vertexBuffer;
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IndexBuffer indexBuffer;
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IndexBuffer indexBuffer;
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Sheet terrainSheet;
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Sheet terrainSheet;
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public TileSet tileSet;
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public TileSet tileSet;
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Region region;
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Region region;
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Renderer renderer;
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Renderer renderer;
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Map map;
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Map map;
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Viewport viewport;
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Viewport viewport;
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OverlayRenderer overlayRenderer;
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OverlayRenderer overlayRenderer;
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public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
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public TerrainRenderer(Renderer renderer, Map map, Viewport viewport)
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{
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{
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this.renderer = renderer;
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this.renderer = renderer;
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this.viewport = viewport;
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this.viewport = viewport;
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region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
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region = Region.Create(viewport, DockStyle.Left, viewport.Width - 128, Draw, null );
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viewport.AddRegion(region);
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viewport.AddRegion(region);
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this.map = map;
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this.map = map;
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overlayRenderer = new OverlayRenderer( renderer, map );
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overlayRenderer = new OverlayRenderer( renderer, map );
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tileSet = new TileSet( map.TileSuffix );
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tileSet = new TileSet( map.TileSuffix );
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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SheetBuilder.ForceNewSheet();
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SheetBuilder.ForceNewSheet();
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var tileMapping = new Cache<TileReference, Sprite>(
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var tileMapping = new Cache<TileReference, Sprite>(
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x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
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x => SheetBuilder.Add(tileSet.GetBytes(x), tileSize));
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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Vertex[] vertices = new Vertex[4 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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ushort[] indices = new ushort[6 * map.Height * map.Width];
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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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}
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}
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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terrainSheet = tileMapping[map.MapTiles[map.XOffset, map.YOffset]].sheet;
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer = new FvfVertexBuffer<Vertex>( renderer.Device, vertices.Length, Vertex.Format );
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vertexBuffer.SetData( vertices );
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vertexBuffer.SetData( vertices );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer = new IndexBuffer( renderer.Device, indices.Length );
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indexBuffer.SetData( indices );
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indexBuffer.SetData( indices );
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}
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}
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void Draw()
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void Draw()
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{
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{
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int indicesPerRow = map.Width * 6;
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int indicesPerRow = map.Width * 6;
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int verticesPerRow = map.Width * 4;
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int verticesPerRow = map.Width * 4;
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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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if (firstRow < 0) firstRow = 0;
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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if (lastRow > map.Height) lastRow = map.Height;
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Quality = ShaderQuality.Low;
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renderer.SpriteShader.Render(() =>
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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terrainSheet.Texture, PrimitiveType.TriangleList));
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terrainSheet.Texture, PrimitiveType.TriangleList));
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overlayRenderer.Draw();
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overlayRenderer.Draw();
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}
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}
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}
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}
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}
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}
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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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|
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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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|
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readonly float2 scrollLowBounds, scrollHighBounds;
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|
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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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|
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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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|||||||
|
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public void DrawRegions()
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public void DrawRegions()
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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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|
|
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renderer.BeginFrame(r1, r2, scrollPosition);
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renderer.BeginFrame(r1, r2, scrollPosition);
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|||||||
@@ -51,7 +51,7 @@ namespace OpenRa.Game
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|||||||
SheetBuilder.Initialize(renderer);
|
SheetBuilder.Initialize(renderer);
|
||||||
|
|
||||||
UiOverlay.ShowUnitDebug = settings.GetValue("udebug", false);
|
UiOverlay.ShowUnitDebug = settings.GetValue("udebug", false);
|
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WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
|
WorldRenderer.ShowUnitPaths = settings.GetValue("pathdebug", false);
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||||||
Game.Replay = settings.GetValue("replay", "");
|
Game.Replay = settings.GetValue("replay", "");
|
||||||
|
|
||||||
Game.Initialize(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize),
|
Game.Initialize(settings.GetValue("map", "scg11eb.ini"), renderer, new int2(ClientSize),
|
||||||
@@ -59,14 +59,11 @@ namespace OpenRa.Game
|
|||||||
|
|
||||||
SequenceProvider.ForcePrecache();
|
SequenceProvider.ForcePrecache();
|
||||||
|
|
||||||
Game.world.Add( new Actor( "mcv", new int2( 5, 5 ), Game.players[ 1 ]) );
|
Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 5, 5 ), Game.players[ 1 ]) );
|
||||||
Game.world.Add( new Actor( "mcv", new int2( 7, 5 ), Game.players[ 2 ] ) );
|
Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 7, 5 ), Game.players[ 2 ] ) );
|
||||||
Game.world.Add( new Actor( "mcv", new int2( 9, 5 ), Game.players[ 0 ] ) );
|
Game.world.Add( new Actor( "mcv", Game.map.Offset + new int2( 9, 5 ), Game.players[ 0 ] ) );
|
||||||
var jeep = new Actor( "jeep", new int2( 9, 15 ), Game.players[ 1 ] );
|
Game.world.Add( new Actor( "jeep", Game.map.Offset + new int2( 9, 15 ), Game.players[ 1 ] ) );
|
||||||
Game.world.Add( jeep );
|
Game.world.Add( new Actor( "3tnk", Game.map.Offset + new int2( 12, 7 ), Game.players[ 1 ] ) );
|
||||||
var tank = new Actor( "3tnk", new int2( 12, 7 ), Game.players[ 1 ] );
|
|
||||||
Game.world.Add( tank );
|
|
||||||
tank.traits.Get<Traits.AttackTurreted>().target = jeep;
|
|
||||||
|
|
||||||
sidebar = new Sidebar(renderer);
|
sidebar = new Sidebar(renderer);
|
||||||
|
|
||||||
|
|||||||
@@ -34,8 +34,7 @@ namespace OpenRa.Game
|
|||||||
public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
|
public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
|
||||||
{
|
{
|
||||||
var tilesInRange = Game.FindTilesInCircle(dest, range)
|
var tilesInRange = Game.FindTilesInCircle(dest, range)
|
||||||
.Where(t => Game.IsCellBuildable(t, umt))
|
.Where(t => Game.IsCellBuildable(t, umt));
|
||||||
.Select(t => t + map.Offset);
|
|
||||||
|
|
||||||
var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
|
var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
|
||||||
path.Reverse();
|
path.Reverse();
|
||||||
@@ -44,19 +43,18 @@ namespace OpenRa.Game
|
|||||||
|
|
||||||
public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
|
public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
|
||||||
{
|
{
|
||||||
var offset = map.Offset;
|
|
||||||
var cellInfo = InitCellInfo();
|
var cellInfo = InitCellInfo();
|
||||||
var queue = new PriorityQueue<PathDistance>();
|
var queue = new PriorityQueue<PathDistance>();
|
||||||
var estimator = DefaultEstimator( from );
|
var estimator = DefaultEstimator( from );
|
||||||
|
|
||||||
var cost = 0.0;
|
var cost = 0.0;
|
||||||
var prev = path[ 0 ] + offset;
|
var prev = path[ 0 ];
|
||||||
for( int i = 0 ; i < path.Count ; i++ )
|
for( int i = 0 ; i < path.Count ; i++ )
|
||||||
{
|
{
|
||||||
var sl = path[ i ] + offset;
|
var sl = path[ i ];
|
||||||
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 )
|
||||||
{
|
{
|
||||||
queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
|
queue.Add( new PathDistance( estimator( sl ), sl ) );
|
||||||
cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
|
cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
|
||||||
}
|
}
|
||||||
var d = sl - prev;
|
var d = sl - prev;
|
||||||
@@ -70,19 +68,17 @@ namespace OpenRa.Game
|
|||||||
|
|
||||||
List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
|
List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
|
||||||
{
|
{
|
||||||
var startLocation = unitLocation + map.Offset;
|
return FindUnitPath( new[] { unitLocation }, estimator, umt );
|
||||||
return FindUnitPath( new[] {startLocation}, estimator, umt );
|
|
||||||
}
|
}
|
||||||
|
|
||||||
List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
|
List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
|
||||||
{
|
{
|
||||||
var offset = map.Offset;
|
|
||||||
var cellInfo = InitCellInfo();
|
var cellInfo = InitCellInfo();
|
||||||
var queue = new PriorityQueue<PathDistance>();
|
var queue = new PriorityQueue<PathDistance>();
|
||||||
|
|
||||||
foreach (var sl in startLocations)
|
foreach (var sl in startLocations)
|
||||||
{
|
{
|
||||||
queue.Add(new PathDistance(estimator(sl - offset), sl));
|
queue.Add(new PathDistance(estimator(sl), sl));
|
||||||
cellInfo[sl.X, sl.Y].MinCost = 0;
|
cellInfo[sl.X, sl.Y].MinCost = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -91,7 +87,6 @@ namespace OpenRa.Game
|
|||||||
|
|
||||||
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 )
|
||||||
{
|
{
|
||||||
var offset = map.Offset;
|
|
||||||
|
|
||||||
while( !queue.Empty )
|
while( !queue.Empty )
|
||||||
{
|
{
|
||||||
@@ -99,8 +94,8 @@ namespace OpenRa.Game
|
|||||||
int2 here = p.Location;
|
int2 here = p.Location;
|
||||||
cellInfo[ here.X, here.Y ].Seen = true;
|
cellInfo[ here.X, here.Y ].Seen = true;
|
||||||
|
|
||||||
if( estimator( here - offset ) == 0.0 )
|
if( estimator( here ) == 0.0 )
|
||||||
return MakePath( cellInfo, here, offset );
|
return MakePath( cellInfo, here );
|
||||||
|
|
||||||
foreach( int2 d in Util.directions )
|
foreach( int2 d in Util.directions )
|
||||||
{
|
{
|
||||||
@@ -110,9 +105,9 @@ namespace OpenRa.Game
|
|||||||
continue;
|
continue;
|
||||||
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
|
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
|
||||||
continue;
|
continue;
|
||||||
if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
|
if (Game.BuildingInfluence.GetBuildingAt(newHere) != null)
|
||||||
continue;
|
continue;
|
||||||
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere - offset ) != null )
|
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null )
|
||||||
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 ];
|
||||||
@@ -124,7 +119,7 @@ namespace OpenRa.Game
|
|||||||
cellInfo[ newHere.X, newHere.Y ].Path = here;
|
cellInfo[ newHere.X, newHere.Y ].Path = here;
|
||||||
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
|
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
|
||||||
|
|
||||||
queue.Add( new PathDistance( newCost + estimator( newHere - offset ), newHere ) );
|
queue.Add( new PathDistance( newCost + estimator( newHere ), newHere ) );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -141,18 +136,18 @@ namespace OpenRa.Game
|
|||||||
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