moved bridge support into ra
This commit is contained in:
@@ -22,15 +22,15 @@ using System.Drawing;
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namespace OpenRA.Graphics
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{
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class SheetBuilder
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public class SheetBuilder
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{
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public static SheetBuilder SharedInstance;
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public static void Initialize(Renderer r)
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internal static void Initialize(Renderer r)
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{
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SharedInstance = new SheetBuilder(r, TextureChannel.Red);
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}
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public SheetBuilder(Renderer r, TextureChannel ch)
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internal SheetBuilder(Renderer r, TextureChannel ch)
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{
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renderer = r;
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current = null;
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@@ -214,7 +214,6 @@
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<Compile Include="Traits\AI\AutoHeal.cs" />
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<Compile Include="Traits\AI\AutoTarget.cs" />
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<Compile Include="Traits\Modifiers\BelowUnits.cs" />
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<Compile Include="Traits\Bridge.cs" />
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<Compile Include="Traits\Buildable.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\World\BuildingInfluence.cs" />
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@@ -298,7 +297,6 @@
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<Compile Include="Widgets\PerfGraphWidget.cs" />
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<Compile Include="Widgets\Delegates\PerfDebugDelegate.cs" />
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<Compile Include="Widgets\BuildPaletteWidget.cs" />
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<Compile Include="Traits\World\BridgeLayer.cs" />
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<Compile Include="Widgets\Delegates\LobbyDelegate.cs" />
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<Compile Include="Widgets\ColorBlockWidget.cs" />
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<Compile Include="GameRules\MusicInfo.cs" />
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@@ -1,175 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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class BridgeInfo : ITraitInfo
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{
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public readonly bool Long = false;
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public readonly bool UseAlternateNames = false;
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public readonly int[] NorthOffset = null;
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public readonly int[] SouthOffset = null;
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public object Create(Actor self) { return new Bridge(self); }
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}
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class Bridge: IRender, INotifyDamage
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{
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Dictionary<int2, int> Tiles;
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List<Dictionary<int2, Sprite>> TileSprites = new List<Dictionary<int2,Sprite>>();
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List<TileTemplate> Templates = new List<TileTemplate>();
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Actor self;
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int state;
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Bridge northNeighbour, southNeighbour;
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public Bridge(Actor self) { this.self = self; self.RemoveOnDeath = false; }
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static string cachedTileset;
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static Cache<TileReference<ushort,byte>, Sprite> sprites;
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public IEnumerable<Renderable> Render(Actor self)
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{
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foreach (var t in TileSprites[state])
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yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain");
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}
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public void FinalizeBridges(World world, Bridge[,] bridges)
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{
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// go looking for our neighbors, if this is a long bridge.
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.NorthOffset != null)
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northNeighbour = GetNeighbor(world, info.NorthOffset, bridges);
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if (info.SouthOffset != null)
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southNeighbour = GetNeighbor(world, info.SouthOffset, bridges);
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}
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public Bridge GetNeighbor(World world, int[] offset, Bridge[,] bridges)
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{
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if (offset == null) return null;
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var pos = self.Location + new int2(offset[0], offset[1]);
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if (!world.Map.IsInMap(pos.X, pos.Y)) return null;
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return bridges[pos.X, pos.Y];
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}
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public int StateFromTemplate(TileTemplate t)
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{
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.UseAlternateNames)
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{
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if (t.Name.EndsWith("d")) return 2;
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if (t.Name.EndsWith("h")) return 1;
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return 0;
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}
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else
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return t.Name[t.Name.Length - 1] - 'a';
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}
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public string NameFromState(TileTemplate t, int state)
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{
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var info = self.Info.Traits.Get<BridgeInfo>();
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if (info.UseAlternateNames)
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return t.Bridge + new[] { "", "h", "d" }[state];
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else
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return t.Bridge + (char)(state + 'a');
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}
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public void SetTiles(World world, TileTemplate template, Dictionary<int2, int> replacedTiles)
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{
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Tiles = replacedTiles;
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state = StateFromTemplate(template);
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if (cachedTileset != world.Map.Tileset)
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{
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cachedTileset = world.Map.Tileset;
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sprites = new Cache<TileReference<ushort,byte>, Sprite>(
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x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x),
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new Size(Game.CellSize, Game.CellSize)));
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}
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var numStates = self.Info.Traits.Get<BridgeInfo>().Long ? 6 : 3;
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for (var n = 0; n < numStates; n++)
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{
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var stateTemplate = world.TileSet.Walkability.GetTileTemplate(NameFromState(template, n));
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Templates.Add( stateTemplate );
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TileSprites.Add(replacedTiles.ToDictionary(
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a => a.Key,
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a => sprites[new TileReference<ushort,byte>((ushort)stateTemplate.Index, (byte)a.Value)]));
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}
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self.Health = (int)(self.GetMaxHP() * template.HP);
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}
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public float GetCost(int2 p, UnitMovementType umt)
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{
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetCost(umt);
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}
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public float GetSpeedModifier(int2 p, UnitMovementType umt)
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{
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetSpeedModifier(umt);
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}
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static bool IsIntact(Bridge b)
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{
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return b != null && b.self.IsInWorld && b.self.Health > 0;
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}
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static bool IsLong(Bridge b)
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{
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return b != null && b.self.IsInWorld && b.self.Info.Traits.Get<BridgeInfo>().Long;
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}
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void UpdateState()
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{
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var ds = self.GetDamageState();
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if (!self.Info.Traits.Get<BridgeInfo>().Long)
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{
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state = (int)ds;
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return;
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}
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bool waterToSouth = !IsIntact(southNeighbour) && (!IsLong(southNeighbour) || !IsIntact(this));
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bool waterToNorth = !IsIntact(northNeighbour) && (!IsLong(northNeighbour) || !IsIntact(this));
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if (waterToSouth && waterToNorth) { state = 5; return; }
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if (waterToNorth) { state = 4; return; }
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if (waterToSouth) { state = 3; return; }
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state = (int)ds;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged)
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{
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UpdateState();
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if (northNeighbour != null) northNeighbour.UpdateState();
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if (southNeighbour != null) southNeighbour.UpdateState();
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}
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}
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}
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}
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@@ -1,116 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.GameRules;
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namespace OpenRA.Traits
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{
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class BridgeLayerInfo : TraitInfo<BridgeLayer> { }
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class BridgeLayer : ILoadWorldHook, ICustomTerrain
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{
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// for tricky things like bridges.
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Bridge[,] customTerrain;
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void MakeBridges(World w)
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{
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var tl = w.Map.TopLeft;
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var br = w.Map.BottomRight;
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for (int i = tl.X; i < br.X; i++)
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for (int j = tl.Y; j < br.Y; j++)
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if (IsBridge(w, w.Map.MapTiles[i, j].type))
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ConvertBridgeToActor(w, i, j);
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foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
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b.FinalizeBridges(w, customTerrain);
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}
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void ConvertBridgeToActor(World w, int i, int j)
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{
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Log.Write("Converting bridge at {0} {1}",i,j);
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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 template = w.TileSet.walk[tile];
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// base position of the 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 replacedTiles = new Dictionary<int2, int>();
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for (var x = ni; x < ni + template.Size.X; x++)
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for (var y = nj; y < nj + template.Size.Y; y++)
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{
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var n = (x - ni) + template.Size.X * (y - nj);
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if (!template.TerrainType.ContainsKey(n)) continue;
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if (w.Map.IsInMap(x, y))
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if (w.Map.MapTiles[x, y].type == tile
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&& w.Map.MapTiles[x, y].index == n)
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{
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// stash it
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replacedTiles[new int2(x, y)] = w.Map.MapTiles[x, y].index;
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// remove the tile from the actual map
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w.Map.MapTiles[x, y].type = 0xfffe;
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w.Map.MapTiles[x, y].index = 0;
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w.Map.MapTiles[x, y].image = 0;
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}
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}
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if (replacedTiles.Any())
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{
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var a = w.CreateActor(template.Bridge, new int2(ni, nj), w.NeutralPlayer);
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var br = a.traits.Get<Bridge>();
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foreach (var t in replacedTiles.Keys)
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customTerrain[t.X, t.Y] = br;
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br.SetTiles(w, template, replacedTiles);
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}
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}
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public float GetCost(int2 p, UnitMovementType umt)
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{
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if (customTerrain[p.X, p.Y] != null)
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return customTerrain[p.X,p.Y].GetCost(p,umt);
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return 1f;
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}
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public float GetSpeedModifier(int2 p, UnitMovementType umt)
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{
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if (customTerrain[p.X, p.Y] != null)
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return customTerrain[p.X,p.Y].GetSpeedModifier(p,umt);
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return 1f;
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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}
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public void WorldLoaded(World w)
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{
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customTerrain = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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MakeBridges(w);
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}
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}
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}
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