Move Smoke effect, ContrailFader effect, SmudgeLayer and LeaveSmudgeWarhead to Mods.Common
This commit is contained in:
43
OpenRA.Mods.Common/Effects/ContrailFader.cs
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43
OpenRA.Mods.Common/Effects/ContrailFader.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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public class ContrailFader : IEffect
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{
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WPos pos;
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ContrailRenderable trail;
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int ticks;
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public ContrailFader(WPos pos, ContrailRenderable trail)
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{
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this.pos = pos;
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this.trail = trail;
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}
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public void Tick(World world)
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{
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if (ticks++ == trail.Length)
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world.AddFrameEndTask(w => w.Remove(this));
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trail.Update(pos);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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yield return trail;
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}
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}
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}
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45
OpenRA.Mods.Common/Effects/Smoke.cs
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45
OpenRA.Mods.Common/Effects/Smoke.cs
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@@ -0,0 +1,45 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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public class Smoke : IEffect
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{
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readonly World world;
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readonly WPos pos;
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readonly CPos cell;
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readonly Animation anim;
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public Smoke(World world, WPos pos, string trail)
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{
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this.world = world;
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this.pos = pos;
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this.cell = world.Map.CellContaining(pos);
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anim = new Animation(world, trail);
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anim.PlayThen("idle",
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() => world.AddFrameEndTask(w => w.Remove(this)));
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}
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public void Tick(World world) { anim.Tick(); }
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (world.FogObscures(cell))
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return SpriteRenderable.None;
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return anim.Render(pos, wr.Palette("effect"));
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}
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}
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}
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@@ -42,8 +42,10 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="CommonTraitsInterfaces.cs" />
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<Compile Include="Effects\ContrailFader.cs" />
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<Compile Include="Effects\Explosion.cs" />
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<Compile Include="Effects\FloatingText.cs" />
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<Compile Include="Effects\Smoke.cs" />
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<Compile Include="Console\ChatCommands.cs" />
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<Compile Include="Console\DevCommands.cs" />
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<Compile Include="Console\HelpCommand.cs" />
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@@ -78,6 +80,7 @@
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<Compile Include="Graphics\TextRenderable.cs" />
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<Compile Include="Graphics\VoxelActorPreview.cs" />
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<Compile Include="Graphics\VoxelRenderable.cs" />
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<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
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<Compile Include="Widgets\ConfirmationDialogs.cs" />
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<Compile Include="Widgets\HueSliderWidget.cs" />
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<Compile Include="Widgets\LabelWithTooltipWidget.cs" />
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@@ -96,6 +99,7 @@
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<Compile Include="Widgets\RadarWidget.cs" />
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<Compile Include="Widgets\ResourceBarWidget.cs" />
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<Compile Include="World\RadarPings.cs" />
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<Compile Include="World\SmudgeLayer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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51
OpenRA.Mods.Common/Warheads/LeaveSmudgeWarhead.cs
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51
OpenRA.Mods.Common/Warheads/LeaveSmudgeWarhead.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public class LeaveSmudgeWarhead : Warhead
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{
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[Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Type of smudge to apply to terrain.")]
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public readonly string[] SmudgeType = { };
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(target.CenterPosition);
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var smudgeLayers = world.WorldActor.TraitsImplementing<SmudgeLayer>().ToDictionary(x => x.Info.Type);
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var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
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var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
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// Draw the smudges:
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foreach (var sc in allCells)
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{
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var smudgeType = world.Map.GetTerrainInfo(sc).AcceptsSmudgeType.FirstOrDefault(t => SmudgeType.Contains(t));
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if (smudgeType == null) continue;
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SmudgeLayer smudgeLayer;
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if (!smudgeLayers.TryGetValue(smudgeType, out smudgeLayer))
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throw new NotImplementedException("Unknown smudge type `{0}`".F(smudgeType));
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smudgeLayer.AddSmudge(sc);
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}
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}
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}
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}
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145
OpenRA.Mods.Common/World/SmudgeLayer.cs
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145
OpenRA.Mods.Common/World/SmudgeLayer.cs
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@@ -0,0 +1,145 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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[Desc("Attach this to the world actor.", "Order of the layers defines the Z sorting.")]
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public class SmudgeLayerInfo : ITraitInfo
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{
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public readonly string Type = "Scorch";
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[Desc("Sprite sequence name")]
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public readonly string Sequence = "scorch";
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public readonly int SmokePercentage = 25;
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[Desc("Sprite sequence name")]
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public readonly string SmokeType = "smoke_m";
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public readonly string Palette = "terrain";
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public object Create(ActorInitializer init) { return new SmudgeLayer(this); }
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}
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender
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{
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struct Smudge
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{
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public string Type;
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public int Depth;
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public Sprite Sprite;
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}
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public SmudgeLayerInfo Info;
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Dictionary<CPos, Smudge> tiles;
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Dictionary<CPos, Smudge> dirty;
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Dictionary<string, Sprite[]> smudges;
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World world;
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public SmudgeLayer(SmudgeLayerInfo info)
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{
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this.Info = info;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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world = w;
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tiles = new Dictionary<CPos, Smudge>();
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dirty = new Dictionary<CPos, Smudge>();
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smudges = new Dictionary<string, Sprite[]>();
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var types = world.Map.SequenceProvider.Sequences(Info.Sequence);
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foreach (var t in types)
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{
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var seq = world.Map.SequenceProvider.GetSequence(Info.Sequence, t);
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var sprites = Exts.MakeArray(seq.Length, x => seq.GetSprite(x));
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smudges.Add(t, sprites);
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}
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// Add map smudges
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foreach (var s in w.Map.Smudges.Value.Where(s => smudges.Keys.Contains(s.Type)))
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{
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var smudge = new Smudge
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{
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Type = s.Type,
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Depth = s.Depth,
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Sprite = smudges[s.Type][s.Depth]
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};
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tiles.Add((CPos)s.Location, smudge);
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}
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}
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public void AddSmudge(CPos loc)
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{
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if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
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world.AddFrameEndTask(w => w.Add(new Smoke(w, world.Map.CenterOfCell(loc), Info.SmokeType)));
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if (!dirty.ContainsKey(loc) && !tiles.ContainsKey(loc))
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{
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// No smudge; create a new one
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var st = smudges.Keys.Random(world.SharedRandom);
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dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
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}
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else
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{
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// Existing smudge; make it deeper
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : tiles[loc];
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var maxDepth = smudges[tile.Type].Length;
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if (tile.Depth < maxDepth - 1)
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{
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tile.Depth++;
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tile.Sprite = smudges[tile.Type][tile.Depth];
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}
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dirty[loc] = tile;
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}
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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var remove = new List<CPos>();
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foreach (var kv in dirty)
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{
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if (!self.World.FogObscures(kv.Key))
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{
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tiles[kv.Key] = kv.Value;
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remove.Add(kv.Key);
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}
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}
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foreach (var r in remove)
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dirty.Remove(r);
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}
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public void Render(WorldRenderer wr)
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{
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var pal = wr.Palette(Info.Palette);
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foreach (var kv in tiles)
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{
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if (!wr.Viewport.VisibleCells.Contains(kv.Key))
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continue;
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if (world.ShroudObscures(kv.Key))
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continue;
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new SpriteRenderable(kv.Value.Sprite, world.Map.CenterOfCell(kv.Key),
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WVec.Zero, -511, pal, 1f, true).Render(wr); // TODO ZOffset is ignored
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}
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}
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}
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}
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