Kill ITerrainTypeModifier for explicit updating of a custom layer in the map. Functionally equivalent, but MUCH faster.
This commit is contained in:
@@ -53,7 +53,7 @@ namespace OpenRA.FileFormats
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public TileReference<ushort, byte>[,] MapTiles;
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public TileReference<byte, byte>[,] MapResources;
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public string [,] CustomTerrain;
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// Temporary compat hacks
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public int XOffset { get { return TopLeft.X; } }
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@@ -148,6 +148,7 @@ namespace OpenRA.FileFormats
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// Rules
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Rules = yaml["Rules"].Nodes;
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CustomTerrain = new string[MapSize.X, MapSize.Y];
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LoadUid();
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LoadBinaryData();
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}
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@@ -88,7 +88,6 @@ namespace OpenRA.Graphics
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var bitmapData = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
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ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
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var customTerrain = world.WorldActor.traits.WithInterface<ITerrainTypeModifier>();
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unsafe
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{
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int* c = (int*)bitmapData.Scan0;
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@@ -96,16 +95,12 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Width; x++)
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for (var y = 0; y < map.Height; y++)
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{
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var xy = new int2(x + map.TopLeft.X, y + map.TopLeft.Y);
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foreach (var t in customTerrain)
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{
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var tt = t.GetTerrainType(xy);
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if (tt != null)
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{
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*(c + (y * bitmapData.Stride >> 2) + x) = world.TileSet.Terrain[tt].Color.ToArgb();
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break;
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}
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}
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var custom = map.CustomTerrain[mapX,mapY];
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if (custom == null)
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continue;
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*(c + (y * bitmapData.Stride >> 2) + x) = world.TileSet.Terrain[custom].Color.ToArgb();
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}
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}
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bitmap.UnlockBits(bitmapData);
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@@ -193,12 +193,7 @@ namespace OpenRA.Traits
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if (!self.World.Map.IsInMap(cell.X,cell.Y))
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return float.PositiveInfinity;
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// Custom terrain types don't stack: pick one
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var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
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.Select( t => t.GetTerrainType(cell) )
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.FirstOrDefault( t => t != null );
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var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
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var type = self.World.GetTerrainType(cell);
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var additionalCost = self.World.WorldActor.traits.WithInterface<ITerrainCost>()
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.Select( t => t.GetTerrainCost(cell, self) ).Sum();
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@@ -211,12 +206,7 @@ namespace OpenRA.Traits
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if( unitInfo == null )
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return 0f;
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// Custom terrain types don't stack: pick one
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var customTerrain = self.World.WorldActor.traits.WithInterface<ITerrainTypeModifier>()
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.Select( t => t.GetTerrainType(cell) )
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.FirstOrDefault( t => t != null );
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var type = (customTerrain != null) ? customTerrain : self.World.GetTerrainType(cell);
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var type = self.World.GetTerrainType(cell);
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var modifier = self.traits
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.WithInterface<ISpeedModifier>()
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@@ -48,7 +48,6 @@ namespace OpenRA.Traits
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public interface IAvoidHazard { string Type { get; } }
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public interface IStoreOre { int Capacity { get; }}
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public interface ITerrainTypeModifier { string GetTerrainType(int2 cell); }
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public interface ITerrainCost { float GetTerrainCost(int2 cell, Actor forActor); }
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public interface IDisable { bool Disabled { get; } }
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@@ -17,7 +17,7 @@ namespace OpenRA.Traits
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{
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public class ResourceLayerInfo : TraitInfo<ResourceLayer> { }
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook, ITerrainTypeModifier
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook
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{
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World world;
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@@ -76,14 +76,6 @@ namespace OpenRA.Traits
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content[x, y].density = GetIdealDensity(x, y);
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}
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public string GetTerrainType(int2 cell)
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{
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if (content[cell.X,cell.Y].type == null)
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return null;
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return content[cell.X,cell.Y].type.info.TerrainType;
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}
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Sprite[] ChooseContent(ResourceType t)
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{
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return t.info.Sprites[world.SharedRandom.Next(t.info.Sprites.Length)];
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@@ -120,6 +112,8 @@ namespace OpenRA.Traits
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content[i, j].density = Math.Min(
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content[i, j].image.Length - 1,
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content[i, j].density + n);
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world.Map.CustomTerrain[i,j] = t.info.TerrainType;
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}
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public bool IsFull(int i, int j) { return content[i, j].density == content[i, j].image.Length - 1; }
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@@ -133,6 +127,7 @@ namespace OpenRA.Traits
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{
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content[p.X, p.Y].type = null;
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content[p.X, p.Y].image = null;
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world.Map.CustomTerrain[p.X, p.Y] = null;
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}
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return type;
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}
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@@ -95,7 +95,8 @@ namespace OpenRA
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public static string GetTerrainType(this World world, int2 cell)
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{
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return world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]);
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var custom = world.Map.CustomTerrain[cell.X, cell.Y];
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return custom != null ? custom : world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]);
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}
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public static TerrainTypeInfo GetTerrainInfo(this World world, int2 cell)
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@@ -171,6 +171,10 @@ namespace OpenRA.Mods.RA
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currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
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(ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;
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// Update map
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foreach (var c in TileSprites[currentTemplate].Keys)
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self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
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if (Info.Long && ds == DamageState.Dead)
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{
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// Long bridges have custom art for multiple segments being destroyed
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
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}
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class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
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class BridgeLayer : ILoadWorldHook
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{
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readonly BridgeLayerInfo Info;
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readonly World world;
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@@ -106,13 +106,6 @@ namespace OpenRA.Mods.RA
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bridge.Create(tile, subTiles);
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}
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public string GetTerrainType(int2 cell)
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{
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if (Bridges[ cell.X, cell.Y ] != null)
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return Bridges[ cell.X, cell.Y ].GetTerrainType(cell);
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return null;
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}
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// Used to check for neighbouring bridges
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public Bridge GetBridge(int2 cell)
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{
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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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// Is this valid terrain?
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var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
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var terrainType = self.World.GetTerrainType(p);
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if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
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// Don't drop on any actors
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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// Is this valid terrain?
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var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
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var terrainType = self.World.GetTerrainType(p);
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if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrainType)) continue;
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// Don't spawn on any actors
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