Use CellLayer for custom terrain.

This commit is contained in:
Paul Chote
2014-05-17 01:30:00 +12:00
parent c5b4d643af
commit ce331a28e8
5 changed files with 12 additions and 12 deletions

View File

@@ -113,7 +113,7 @@ namespace OpenRA
[FieldLoader.Ignore] public Lazy<TileReference<ushort, byte>[,]> MapTiles;
[FieldLoader.Ignore] public Lazy<TileReference<byte, byte>[,]> MapResources;
[FieldLoader.Ignore] public int[,] CustomTerrain;
[FieldLoader.Ignore] public CellLayer<int> CustomTerrain;
[FieldLoader.Ignore] Lazy<Ruleset> rules;
public Ruleset Rules { get { return rules != null ? rules.Value : null; } }
@@ -257,9 +257,9 @@ namespace OpenRA
var br = new CPos(Bounds.Right - 1, Bounds.Bottom - 1);
Cells = new CellRegion(tl, br);
CustomTerrain = new int[MapSize.X, MapSize.Y];
CustomTerrain = new CellLayer<int>(this);
foreach (var cell in Cells)
CustomTerrain[cell.X, cell.Y] = -1;
CustomTerrain[cell] = -1;
}
public Ruleset PreloadRules()
@@ -548,7 +548,7 @@ namespace OpenRA
public int GetTerrainIndex(CPos cell)
{
var custom = CustomTerrain[cell.X, cell.Y];
var custom = CustomTerrain[cell];
var tileSet = Rules.TileSets[Tileset];
return custom != -1 ? custom : tileSet.GetTerrainIndex(MapTiles.Value[cell.X, cell.Y]);
}

View File

@@ -151,7 +151,7 @@ namespace OpenRA.Traits
CellContents CreateResourceCell(ResourceType t, CPos cell)
{
world.Map.CustomTerrain[cell.X, cell.Y] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
world.Map.CustomTerrain[cell] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
return new CellContents
{
@@ -190,7 +190,7 @@ namespace OpenRA.Traits
if (--c.Density < 0)
{
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell.X, cell.Y] = -1;
world.Map.CustomTerrain[cell] = -1;
}
else
content[cell] = c;
@@ -209,7 +209,7 @@ namespace OpenRA.Traits
// Clear cell
content[cell] = EmptyCell;
world.Map.CustomTerrain[cell.X, cell.Y] = -1;
world.Map.CustomTerrain[cell] = -1;
if (!dirty.Contains(cell))
dirty.Add(cell);

View File

@@ -91,7 +91,7 @@ namespace OpenRA.Mods.RA
// Set the initial custom terrain types
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
}
int GetTerrainType(CPos cell)
@@ -204,7 +204,7 @@ namespace OpenRA.Mods.RA
// Update map
foreach (var c in footprint.Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
self.World.Map.CustomTerrain[c] = GetTerrainType(c);
// If this bridge repair operation connects two pathfinding domains,
// update the domain index.

View File

@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c.X, c.Y] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
continue;
var index = Game.CosmeticRandom.Next(template.TilesCount);
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Buildings
continue;
// Don't place under other buildings or custom terrain
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c.X, c.Y] != -1)
if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
continue;
layer.AddTile(c, new TileReference<ushort, byte>(template.Id, (byte)i));

View File

@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA
public void AddTile(CPos cell, TileReference<ushort, byte> tile)
{
map.CustomTerrain[cell.X, cell.Y] = tileset.GetTerrainIndex(tile);
map.CustomTerrain[cell] = tileset.GetTerrainIndex(tile);
// Terrain tiles define their origin at the topleft
var s = theater.TileSprite(tile);