Unhardcode terrain types. Needs a bit more work re initialization and bridges

This commit is contained in:
Paul Chote
2010-06-26 10:55:29 +12:00
parent 8fbbaddce9
commit bf6b2da1a8
31 changed files with 138 additions and 3127 deletions

View File

@@ -72,12 +72,6 @@ namespace OpenRA.Graphics
return new Rectangle(m.TopLeft.X - dw, m.TopLeft.Y - dh, size, size);
}
static Cache<string, TerrainColorSet> terrainTypeColors = new Cache<string, TerrainColorSet>(
theater =>
{
return new TerrainColorSet(Rules.Info["world"].Traits.WithInterface<TheaterInfo>().FirstOrDefault(t => t.Theater == theater).MapColors);
});
static Color shroudColor;
public void InvalidateOre() { oreLayer = null; }
@@ -85,11 +79,15 @@ namespace OpenRA.Graphics
public static Bitmap RenderTerrainBitmap(Map map, TileSet tileset)
{
var terrain = new Bitmap(map.MapSize.X, map.MapSize.Y);
for (var x = 0; x < map.MapSize.X; x++)
for (var y = 0; y < map.MapSize.Y; y++)
{
var type = tileset.GetTerrainType(map.MapTiles[x, y]);
terrain.SetPixel(x, y, map.IsInMap(x, y)
? Color.FromArgb(alpha, terrainTypeColors[map.Theater].ColorForTerrainType(tileset.GetTerrainType(map.MapTiles[x, y])))
? Color.FromArgb(alpha, tileset.Terrain[type].Color)
: shroudColor);
}
return terrain;
}
@@ -102,11 +100,14 @@ namespace OpenRA.Graphics
{
var res = world.WorldActor.traits.Get<ResourceLayer>();
// This is an ugly hack
Color oreColor = world.TileSet.Terrain["Ore"].Color;
oreLayer = new Bitmap(terrain);
for (var x = world.Map.TopLeft.X; x < world.Map.BottomRight.X; x++)
for (var y = world.Map.TopLeft.Y; y < world.Map.BottomRight.Y; y++)
if (res.GetResource(new int2(x,y)) != null)
oreLayer.SetPixel(x, y, Color.FromArgb(alpha, terrainTypeColors[world.Map.Theater].ColorForTerrainType(TerrainType.Ore)));
oreLayer.SetPixel(x, y, Color.FromArgb(alpha, oreColor));
}
if (!world.GameHasStarted || !world.Queries.OwnedBy[world.LocalPlayer].WithTrait<ProvidesRadar>().Any())
@@ -133,9 +134,12 @@ namespace OpenRA.Graphics
continue;
}
var b = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(new int2(x, y));
// This is an even worse hack than the ore!
var treeColor = world.TileSet.Terrain["tree"].Color;
if (b != null)
*(c + (y * bitmapData.Stride >> 2) + x) =
(b.Owner != null ? Color.FromArgb(alpha, b.Owner.Color) : Color.FromArgb(alpha, terrainTypeColors[world.Map.Theater].ColorForTerrainType(TerrainType.Tree))).ToArgb();
(b.Owner != null ? Color.FromArgb(alpha, b.Owner.Color) : Color.FromArgb(alpha, treeColor)).ToArgb();
}
}