Use a TerrainSpriteLayer for buildable terrain.
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@@ -15,22 +15,30 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("Attach this to the world actor. Required for LaysTerrain to work.")]
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public class BuildableTerrainLayerInfo : TraitInfo<BuildableTerrainLayer> { }
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public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender
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public class BuildableTerrainLayerInfo : ITraitInfo
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{
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Dictionary<CPos, Sprite> tiles;
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Dictionary<CPos, Sprite> dirty;
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public object Create(ActorInitializer init) { return new BuildableTerrainLayer(init.Self); }
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}
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public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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readonly Dictionary<CPos, Sprite> dirty = new Dictionary<CPos, Sprite>();
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readonly TileSet tileset;
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readonly Map map;
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TerrainSpriteLayer render;
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Theater theater;
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TileSet tileset;
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Map map;
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public BuildableTerrainLayer(Actor self)
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{
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tileset = self.World.TileSet;
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map = self.World.Map;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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theater = wr.Theater;
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tileset = w.TileSet;
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map = w.Map;
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tiles = new Dictionary<CPos, Sprite>();
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dirty = new Dictionary<CPos, Sprite>();
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render = new TerrainSpriteLayer(w, wr, theater.Sheet, BlendMode.Alpha, wr.Palette("terrain"), wr.World.Type != WorldType.Editor);
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}
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public void AddTile(CPos cell, TerrainTile tile)
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@@ -49,7 +57,7 @@ namespace OpenRA.Mods.D2k.Traits
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{
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if (!self.World.FogObscures(kv.Key))
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{
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tiles[kv.Key] = kv.Value;
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render.Update(kv.Key, kv.Value);
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remove.Add(kv.Key);
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}
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}
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@@ -60,19 +68,17 @@ namespace OpenRA.Mods.D2k.Traits
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public void Render(WorldRenderer wr)
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{
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var pal = wr.Palette("terrain");
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render.Draw(wr.Viewport);
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}
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foreach (var kv in tiles)
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{
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if (!wr.Viewport.VisibleCellsInsideBounds.Contains(kv.Key))
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continue;
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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if (wr.World.ShroudObscures(kv.Key))
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continue;
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new SpriteRenderable(kv.Value, wr.World.Map.CenterOfCell(kv.Key),
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WVec.Zero, -511, pal, 1f, true).Render(wr);
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}
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render.Dispose();
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disposed = true;
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}
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}
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}
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