added ore density calculation; added ore growth logic
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@@ -16,32 +16,7 @@ namespace OpenRa.Game.Graphics
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"v12", "v13", "v14", "v15", "v16", "v17", "v18",
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"fpls", "wcrate", "scrate", "barb", "sbag",
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};
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static bool[] overlayIsFence =
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{
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true, true, true, true, true,
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false, false, false, false,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, true, true,
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};
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static bool[] overlayIsOre =
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{
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false, false, false, false, false,
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true, true, true, true,
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false, false, false, false,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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static bool[] overlayIsGems =
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{
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false, false, false, false, false,
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false, false, false, false,
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true, true, true, true,
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false, false, false, false, false, false, false,
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false, false, false, false, false,
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};
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Sprite[][] overlaySprites;
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Sprite[] smudgeSprites;
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@@ -82,9 +57,9 @@ namespace OpenRa.Game.Graphics
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var location = new int2(x, y);
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var sprites = overlaySprites[o];
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var spriteIndex = 0;
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if (overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
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else if (overlayIsOre[o]) spriteIndex = 11;
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else if (overlayIsGems[o]) spriteIndex = 2;
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if (Map.overlayIsFence[o]) spriteIndex = NearbyFences(x, y);
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else if (Map.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density;
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else if (Map.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density;
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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Game.CellSize * (float2)location, 0);
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}
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@@ -96,8 +71,8 @@ namespace OpenRa.Game.Graphics
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bool IsFence( int x, int y )
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{
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var o = map.MapTiles[ x, y ].overlay;
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if( o < overlayIsFence.Length )
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return overlayIsFence[ o ];
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if (o < Map.overlayIsFence.Length)
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return Map.overlayIsFence[o];
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return false;
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}
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