Use CellLayer for BridgeLayer.

This commit is contained in:
Paul Chote
2014-05-17 13:14:42 +12:00
parent fb3477d630
commit c5b4d643af

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
readonly BridgeLayerInfo info;
readonly World world;
Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
Bridge[,] bridges;
CellLayer<Bridge> bridges;
public BridgeLayer(Actor self, BridgeLayerInfo info)
{
@@ -39,7 +39,7 @@ namespace OpenRA.Mods.RA
public void WorldLoaded(World w, WorldRenderer wr)
{
bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
bridges = new CellLayer<Bridge>(w.Map);
// Build a list of templates that should be overlayed with bridges
foreach (var bridge in info.Bridges)
@@ -53,25 +53,25 @@ namespace OpenRA.Mods.RA
for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
ConvertBridgeToActor(w, i, j);
ConvertBridgeToActor(w, new CPos(i, j));
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
b.LinkNeighbouringBridges(w, this);
}
void ConvertBridgeToActor(World w, int i, int j)
void ConvertBridgeToActor(World w, CPos cell)
{
// This cell already has a bridge overlaying it from a previous iteration
if (bridges[i, j] != null)
if (bridges[cell] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles.Value[i, j].Type;
var index = w.Map.MapTiles.Value[i, j].Index;
var tile = w.Map.MapTiles.Value[cell.X, cell.Y].Type;
var index = w.Map.MapTiles.Value[cell.X, cell.Y].Index;
var template = w.TileSet.Templates[tile];
var ni = i - index % template.Size.X;
var nj = j - index / template.Size.X;
var ni = cell.X - index % template.Size.X;
var nj = cell.Y - index / template.Size.X;
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
@@ -87,16 +87,15 @@ namespace OpenRA.Mods.RA
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
{
// Where do we expect to find the subtile
var x = ni + ind % template.Size.X;
var y = nj + ind / template.Size.X;
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
// This isn't the bridge you're looking for
if (!w.Map.IsInMap(x, y) || w.Map.MapTiles.Value[x, y].Type != tile ||
w.Map.MapTiles.Value[x, y].Index != ind)
if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile.X, subtile.Y].Type != tile ||
w.Map.MapTiles.Value[subtile.X, subtile.Y].Index != ind)
continue;
subTiles.Add(new CPos(x, y), ind);
bridges[x, y] = bridge;
subTiles.Add(subtile, ind);
bridges[subtile] = bridge;
}
bridge.Create(tile, subTiles);
@@ -108,7 +107,7 @@ namespace OpenRA.Mods.RA
if (!world.Map.IsInMap(cell))
return null;
return bridges[cell.X, cell.Y];
return bridges[cell];
}
}
}