Bake PickAny tiles on map save. Translate maxvalue index to random tile for backwards compat.
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@@ -67,10 +67,10 @@ namespace OpenRA.Mods.RA
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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[i, j].type;
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var image = w.Map.MapTiles[i, j].image;
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var index = w.Map.MapTiles[i, j].index;
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var template = w.TileSet.Templates[tile];
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var ni = i - image % template.Size.X;
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var nj = j - image / template.Size.X;
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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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// 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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@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA
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var y = 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[x, y].image != ind)
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if (!w.Map.IsInMap(x, y) || w.Map.MapTiles[x, y].index != ind)
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continue;
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subTiles.Add(new int2(x,y),ind);
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@@ -82,7 +82,7 @@ namespace OpenRA.Mods.RA.Buildings
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if (!world.LocalShroud.IsExplored(kv.Key))
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continue;
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bibSprites[kv.Value.type - 1][kv.Value.image].DrawAt( wr,
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bibSprites[kv.Value.type - 1][kv.Value.index].DrawAt( wr,
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Game.CellSize * kv.Key, "terrain");
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}
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}
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@@ -72,9 +72,9 @@ namespace OpenRA.Mods.RA
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var tile = tiles[loc];
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// Existing smudge; make it deeper
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int depth = Info.Depths[tile.type-1];
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if (tile.image < depth - 1)
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if (tile.index < depth - 1)
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{
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tile.image++;
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tile.index++;
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tiles[loc] = tile; // struct semantics.
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}
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}
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.RA
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if (localPlayer != null && !localPlayer.Shroud.IsExplored(kv.Key))
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continue;
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smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt( wr,
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smudgeSprites[kv.Value.type- 1][kv.Value.index].DrawAt( wr,
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Game.CellSize * kv.Key, "terrain");
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}
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}
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