First half of bridge overhaul
This commit is contained in:
@@ -33,121 +33,119 @@ namespace OpenRA.Mods.RA
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{
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public readonly bool Long = false;
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public readonly string Template = null;
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public readonly string DamagedTemplate = null;
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public readonly string DestroyedTemplate = null;
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public readonly ushort Template;
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public readonly float DamagedThreshold = 0.5f;
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public readonly ushort DamagedTemplate;
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public readonly ushort DestroyedTemplate;
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// For long bridges
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public readonly string DestroyedPlusNorthTemplate = null;
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public readonly string DestroyedPlusSouthTemplate = null;
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public readonly string DestroyedPlusBothTemplate = null;
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public readonly ushort DestroyedPlusNorthTemplate;
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public readonly ushort DestroyedPlusSouthTemplate;
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public readonly ushort DestroyedPlusBothTemplate;
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public readonly bool UseAlternateNames = false;
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public readonly int[] NorthOffset = null;
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public readonly int[] SouthOffset = null;
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public object Create(ActorInitializer init) { return new Bridge(init.self); }
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public object Create(ActorInitializer init) { return new Bridge(init.self, this); }
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public IEnumerable<ushort> Templates
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{ get {
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if (Template != 0)
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yield return Template;
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if (DamagedTemplate != 0)
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yield return DamagedTemplate;
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if (DestroyedTemplate != 0)
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yield return DestroyedTemplate;
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if (DestroyedPlusNorthTemplate != 0)
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yield return DestroyedPlusNorthTemplate;
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if (DestroyedPlusSouthTemplate != 0)
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yield return DestroyedPlusSouthTemplate;
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if (DestroyedPlusBothTemplate != 0)
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yield return DestroyedPlusBothTemplate;
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} }
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}
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class Bridge //: IRender, INotifyDamage
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class Bridge: IRender, INotifyDamage
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{
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Dictionary<int2, int> Tiles;
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List<Dictionary<int2, Sprite>> TileSprites = new List<Dictionary<int2,Sprite>>();
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List<TileTemplate> Templates = new List<TileTemplate>();
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Actor self;
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int state;
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Bridge northNeighbour, southNeighbour;
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public Bridge(Actor self) { this.self = self; self.RemoveOnDeath = false; }
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static string cachedTileset;
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static Cache<TileReference<ushort,byte>, Sprite> sprites;
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public IEnumerable<Renderable> Render(Actor self)
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Dictionary<ushort, Dictionary<int2, Sprite>> TileSprites = new Dictionary<ushort, Dictionary<int2, Sprite>>();
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Dictionary<ushort, TileTemplate> Templates = new Dictionary<ushort, TileTemplate>();
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ushort currentTemplate;
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Actor self;
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BridgeInfo info;
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Bridge northNeighbour, southNeighbour;
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public Bridge(Actor self, BridgeInfo info)
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{
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foreach (var t in TileSprites[state])
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yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain");
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this.self = self;
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self.RemoveOnDeath = false;
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this.info = info;
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}
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public void FinalizeBridges(World world, Bridge[,] bridges)
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public void Create(ushort template, Dictionary<int2, byte> subtiles)
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{
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// go looking for our neighbors, if this is a long bridge.
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.NorthOffset != null)
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northNeighbour = GetNeighbor(world, info.NorthOffset, bridges);
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if (info.SouthOffset != null)
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southNeighbour = GetNeighbor(world, info.SouthOffset, bridges);
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}
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public Bridge GetNeighbor(World world, int[] offset, Bridge[,] bridges)
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{
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if (offset == null) return null;
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var pos = self.Location + new int2(offset[0], offset[1]);
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if (!world.Map.IsInMap(pos.X, pos.Y)) return null;
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return bridges[pos.X, pos.Y];
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}
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public int StateFromTemplate(TileTemplate t)
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{
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/*
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.UseAlternateNames)
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currentTemplate = template;
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if (template == info.DamagedTemplate)
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self.Health = (int)(info.DamagedThreshold*self.GetMaxHP());
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else if (template != info.Template)
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self.Health = 0;
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// Create a new cache to store the tile data
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if (cachedTileset != self.World.Map.Tileset)
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{
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if (t.Name.EndsWith("d")) return 2;
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if (t.Name.EndsWith("h")) return 1;
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return 0;
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}
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else
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return t.Name[t.Name.Length - 1] - 'a';
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*/
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return 0;
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}
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public string NameFromState(TileTemplate t, int state)
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{
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/*var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.UseAlternateNames)
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return t.Bridge + new[] { "", "h", "d" }[state];
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else
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return t.Bridge + (char)(state + 'a');*/
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return "";
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}
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public void SetTiles(World world, TileTemplate template, Dictionary<int2, int> replacedTiles)
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{
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/*
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Tiles = replacedTiles;
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state = StateFromTemplate(template);
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if (cachedTileset != world.Map.Tileset)
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{
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cachedTileset = world.Map.Tileset;
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cachedTileset = self.World.Map.Tileset;
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sprites = new Cache<TileReference<ushort,byte>, Sprite>(
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x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x),
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x => SheetBuilder.SharedInstance.Add(self.World.TileSet.GetBytes(x),
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new Size(Game.CellSize, Game.CellSize)));
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}
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var numStates = self.Info.Traits.Get<BridgeInfo>().Long ? 6 : 3;
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for (var n = 0; n < numStates; n++)
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// Cache templates and tiles for the different states
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foreach (var t in info.Templates)
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{
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var stateTemplate = world.TileSet.Walkability.GetTileTemplate(NameFromState(template, n));
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Templates.Add( stateTemplate );
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TileSprites.Add(replacedTiles.ToDictionary(
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Templates.Add(t,self.World.TileSet.Templates[t]);
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TileSprites.Add(t,subtiles.ToDictionary(
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a => a.Key,
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a => sprites[new TileReference<ushort,byte>((ushort)stateTemplate.Index, (byte)a.Value)]));
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a => sprites[new TileReference<ushort,byte>(t, (byte)a.Value)]));
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}
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self.Health = (int)(self.GetMaxHP() * template.HP);
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*/
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}
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public string GetTerrainType(int2 cell)
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{
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return "";
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// Ugly hack until terraintypes are converted from enums
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//return Enum.GetName( typeof(TerrainType), Templates[state].TerrainType[Tiles[cell]]);
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var dx = cell - self.Location;
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var index = dx.X + Templates[currentTemplate].Size.X*dx.Y;
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return self.World.TileSet.GetTerrainType(new TileReference<ushort, byte>(currentTemplate,(byte)index));
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}
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public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
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{
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// go looking for our neighbors if this is a long bridge.
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.NorthOffset != null)
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northNeighbour = GetNeighbor(info.NorthOffset, bridges);
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if (info.SouthOffset != null)
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southNeighbour = GetNeighbor(info.SouthOffset, bridges);
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}
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public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
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{
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if (offset == null) return null;
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return bridges.GetBridge(self.Location + new int2(offset[0], offset[1]));
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}
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public IEnumerable<Renderable> Render(Actor self)
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{
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foreach (var t in TileSprites[currentTemplate])
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yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain");
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}
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static bool IsIntact(Bridge b)
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@@ -162,7 +160,7 @@ namespace OpenRA.Mods.RA
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void UpdateState()
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{
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var ds = self.GetDamageState();
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/*var ds = self.GetDamageState();
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if (!self.Info.Traits.Get<BridgeInfo>().Long)
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{
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state = (int)ds;
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@@ -176,16 +174,17 @@ namespace OpenRA.Mods.RA
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if (waterToNorth) { state = 4; return; }
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if (waterToSouth) { state = 3; return; }
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state = (int)ds;
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*/
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged)
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/*if (e.DamageStateChanged)
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{
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UpdateState();
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if (northNeighbour != null) northNeighbour.UpdateState();
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if (southNeighbour != null) southNeighbour.UpdateState();
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}
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}*/
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}
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}
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}
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@@ -25,89 +25,108 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class BridgeLayerInfo : TraitInfo<BridgeLayer> { }
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class BridgeLayerInfo : ITraitInfo
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{
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public readonly string[] Bridges = {"br1", "br2", "br3", "bridge1", "bridge2"};
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public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
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}
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class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
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{
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// for tricky things like bridges.
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Bridge[,] bridges;
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void MakeBridges(World w)
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Bridge[,] Bridges;
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readonly BridgeLayerInfo Info;
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readonly World world;
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public BridgeLayer(Actor self, BridgeLayerInfo Info)
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{
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this.Info = Info;
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this.world = self.World;
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}
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static Dictionary<ushort, string> BridgeTypes;
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public void WorldLoaded(World w)
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{
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Bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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BridgeTypes = new Dictionary<ushort, string>();
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// Build a list of templates that should be overlayed with bridges
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foreach(var bridge in Info.Bridges)
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{
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var bi = Rules.Info[bridge].Traits.Get<BridgeInfo>();
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foreach (var template in bi.Templates)
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{
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BridgeTypes.Add(template, bridge);
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Log.Write("debug", "Adding template {0} for bridge {1}", template, bridge);
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}
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}
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// Loop through the map looking for templates to overlay
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var tl = w.Map.TopLeft;
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var br = w.Map.BottomRight;
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for (int i = tl.X; i < br.X; i++)
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for (int j = tl.Y; j < br.Y; j++)
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if (IsBridge(w, w.Map.MapTiles[i, j].type))
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ConvertBridgeToActor(w, i, j);
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if (BridgeTypes.Keys.Contains(w.Map.MapTiles[i, j].type))
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ConvertBridgeToActor(w, i, j);
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// Link adjacent (long)-bridges so that artwork is updated correctly
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foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
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b.FinalizeBridges(w, bridges);
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b.LinkNeighbouringBridges(w,this);
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}
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void ConvertBridgeToActor(World w, int i, int j)
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{
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Log.Write("debug", "Converting bridge at {0} {1}", i, j);
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/*
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// This cell already has a bridge overlaying it from a previous iteration
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if (Bridges[i,j] != null)
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return;
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// Correlate the tile "image" aka subtile with its position to find the template origin
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var tile = w.Map.MapTiles[i, j].type;
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var image = w.Map.MapTiles[i, j].image;
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var template = w.TileSet.walk[tile];
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// base position of the tile
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var template = w.TileSet.Templates[tile];
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var ni = i - image % template.Size.X;
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var nj = j - image / template.Size.X;
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var replacedTiles = new Dictionary<int2, int>();
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// Create a new actor for this bridge and keep track of which subtiles this bridge includes
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var bridge = w.CreateActor(BridgeTypes[tile], new int2(ni, nj), w.WorldActor.Owner).traits.Get<Bridge>();
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Dictionary<int2, byte> subTiles = new Dictionary<int2, byte>();
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// Loop through the cells on the bridge template; mark each cell that is part
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// of the bridge and add to the bridges array
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for (var x = ni; x < ni + template.Size.X; x++)
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for (var y = nj; y < nj + template.Size.Y; y++)
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{
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var n = (x - ni) + template.Size.X * (y - nj);
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if (!template.TerrainType.ContainsKey(n)) continue;
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if (w.Map.IsInMap(x, y))
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if (w.Map.MapTiles[x, y].type == tile
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&& w.Map.MapTiles[x, y].index == n)
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{
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// stash it
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replacedTiles[new int2(x, y)] = w.Map.MapTiles[x, y].index;
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// remove the tile from the actual map
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w.Map.MapTiles[x, y].type = 0xfffe;
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w.Map.MapTiles[x, y].index = 0;
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w.Map.MapTiles[x, y].image = 0;
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}
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// This isn't the bridge we're looking for
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if (!w.Map.IsInMap(x, y) || w.Map.MapTiles[x, y].type != tile)
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continue;
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Log.Write("debug", "Adding tile {0} {1} for type {2}", x,y,tile);
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subTiles.Add(new int2(x,y),w.Map.MapTiles[x, y].image);
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Bridges[x,y] = bridge;
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}
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if (replacedTiles.Any())
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{
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var a = w.CreateActor(template.Bridge, new int2(ni, nj), w.WorldActor.Owner);
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var br = a.traits.Get<Bridge>();
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foreach (var t in replacedTiles.Keys)
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bridges[t.X, t.Y] = br;
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br.SetTiles(w, template, replacedTiles);
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}
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*/
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bridge.Create(tile, subTiles);
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}
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public string GetTerrainType(int2 cell)
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{
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/*if (bridges[ cell.X, cell.Y ] != null)
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return bridges[ cell.X, cell.Y ].GetTerrainType(cell);*/
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if (Bridges[ cell.X, cell.Y ] != null)
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return Bridges[ cell.X, cell.Y ].GetTerrainType(cell);
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return null;
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}
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static bool IsBridge(World w, ushort t)
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// Used to check for neighbouring bridges
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public Bridge GetBridge(int2 cell)
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{
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return false;
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//return w.TileSet.walk[t].Bridge != null;
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}
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public void WorldLoaded(World w)
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{
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bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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MakeBridges(w);
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if (!world.Map.IsInMap(cell.X, cell.Y))
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return null;
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return Bridges[ cell.X, cell.Y ];
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}
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}
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}
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@@ -392,34 +392,23 @@ MISS:
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Bib:
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BR1:
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Inherits: ^Bridge
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Bridge:
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Template: 235
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DamagedTemplate: 236
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DestroyedTemplate: 237
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SouthOffset: 0,2
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Category: Building
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Selectable:
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BelowUnits:
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Building:
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Footprint: ____ ____
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Dimensions: 4,2
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HP: 1000
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BR2:
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Inherits: ^Bridge
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Bridge:
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Template: 238
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DamagedTemplate: 239
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DestroyedTemplate: 240
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NorthOffset: 3,0
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Category: Building
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Selectable:
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BelowUnits:
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Building:
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Footprint: ____ ____
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Dimensions: 4,2
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HP: 1000
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BR3:
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Inherits: ^Bridge
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Bridge:
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Long: yes
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Template: 241
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@@ -430,38 +419,28 @@ BR3:
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DestroyedPlusBothTemplate: 246
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NorthOffset: 2,0
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SouthOffset: 0,1
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Category: Building
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Selectable:
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BelowUnits:
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Building:
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Footprint: ____ ____
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Dimensions: 4,2
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HP: 1000
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BRIDGE1:
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Inherits: ^Bridge
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Bridge:
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Template: 131
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DamagedTemplate: 378
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DestroyedTemplate: 132
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UseAlternateNames: yes
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Category: Building
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Selectable:
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BelowUnits:
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Building:
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Footprint: _____ _____ _____
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Dimensions: 5,3
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HP: 1000
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Selectable:
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Bounds: 120,48
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BRIDGE2:
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Inherits: ^Bridge
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Bridge:
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Template: 133
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DamagedTemplate: 379
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DestroyedTemplate: 134
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UseAlternateNames: yes
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Category: Building
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Selectable:
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BelowUnits:
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Building:
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Footprint: _____ _____
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Dimensions: 5,2
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HP: 1000
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Selectable:
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Bounds: 120,48
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@@ -137,3 +137,15 @@
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HiddenUnderFog:
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RevealsShroud:
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Burns:
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^Bridge:
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Category: Building
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Valued:
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Description: Bridge
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Selectable:
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Bounds: 96,48
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BelowUnits:
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Building:
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Footprint: ____ ____
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Dimensions: 4,2
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||||
HP: 1000
|
||||
Reference in New Issue
Block a user