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