Use CellLayer for BridgeLayer.
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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readonly BridgeLayerInfo info;
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readonly World world;
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Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
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Bridge[,] bridges;
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CellLayer<Bridge> bridges;
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public BridgeLayer(Actor self, BridgeLayerInfo info)
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{
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@@ -39,7 +39,7 @@ namespace OpenRA.Mods.RA
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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bridges = new CellLayer<Bridge>(w.Map);
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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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@@ -53,25 +53,25 @@ namespace OpenRA.Mods.RA
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for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
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for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
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if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
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ConvertBridgeToActor(w, i, j);
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ConvertBridgeToActor(w, new CPos(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.TraitsImplementing<Bridge>()))
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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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void ConvertBridgeToActor(World w, CPos cell)
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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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if (bridges[cell] != 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.Value[i, j].Type;
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var index = w.Map.MapTiles.Value[i, j].Index;
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var tile = w.Map.MapTiles.Value[cell.X, cell.Y].Type;
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var index = w.Map.MapTiles.Value[cell.X, cell.Y].Index;
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var template = w.TileSet.Templates[tile];
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var ni = i - index % template.Size.X;
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var nj = j - index / template.Size.X;
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var ni = cell.X - index % template.Size.X;
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var nj = cell.Y - index / template.Size.X;
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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].First, new TypeDictionary
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@@ -87,16 +87,15 @@ namespace OpenRA.Mods.RA
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for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
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{
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// Where do we expect to find the subtile
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var x = ni + ind % template.Size.X;
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var y = nj + ind / template.Size.X;
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var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
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// This isn't the bridge you're looking for
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if (!w.Map.IsInMap(x, y) || w.Map.MapTiles.Value[x, y].Type != tile ||
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w.Map.MapTiles.Value[x, y].Index != ind)
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if (!w.Map.IsInMap(subtile) || w.Map.MapTiles.Value[subtile.X, subtile.Y].Type != tile ||
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w.Map.MapTiles.Value[subtile.X, subtile.Y].Index != ind)
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continue;
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subTiles.Add(new CPos(x, y), ind);
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bridges[x, y] = bridge;
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subTiles.Add(subtile, ind);
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bridges[subtile] = bridge;
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}
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bridge.Create(tile, subTiles);
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@@ -108,7 +107,7 @@ namespace OpenRA.Mods.RA
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if (!world.Map.IsInMap(cell))
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return null;
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return bridges[cell.X, cell.Y];
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return bridges[cell];
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}
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}
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}
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