First half of bridge overhaul
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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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