Kill Map.XOffset / Map.YOffset.
This commit is contained in:
@@ -505,8 +505,8 @@ namespace OpenRA.Editor
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}
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e.Graphics.DrawRectangle(CordonPen,
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Map.XOffset * TileSet.TileSize * Zoom + Offset.X,
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Map.YOffset * TileSet.TileSize * Zoom + Offset.Y,
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Map.TopLeft.X * TileSet.TileSize * Zoom + Offset.X,
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Map.TopLeft.Y * TileSet.TileSize * Zoom + Offset.Y,
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Map.Width * TileSet.TileSize * Zoom,
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Map.Height * TileSet.TileSize * Zoom);
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@@ -69,7 +69,7 @@ namespace OpenRA.Graphics
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int visibleRows = (int)(viewport.Height * 1f / Game.CellSize + 2);
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int firstRow = (int)(viewport.Location.Y * 1f / Game.CellSize - map.YOffset);
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int firstRow = (int)(viewport.Location.Y * 1f / Game.CellSize - map.TopLeft.Y);
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int lastRow = firstRow + visibleRows;
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if (lastRow < 0 || firstRow > map.Height)
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@@ -81,11 +81,11 @@ namespace OpenRA.Graphics
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.Bounds.HasValue)
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{
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var r = world.LocalPlayer.Shroud.Bounds.Value;
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if (firstRow < r.Top - map.YOffset)
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firstRow = r.Top - map.YOffset;
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if (firstRow < r.Top - map.TopLeft.Y)
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firstRow = r.Top - map.TopLeft.Y;
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if (firstRow > r.Bottom - map.YOffset)
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firstRow = r.Bottom - map.YOffset;
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if (firstRow > r.Bottom - map.TopLeft.Y)
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firstRow = r.Bottom - map.TopLeft.Y;
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}
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if( lastRow < firstRow ) lastRow = firstRow;
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@@ -50,8 +50,6 @@ namespace OpenRA
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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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public int YOffset { get { return TopLeft.Y; } }
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public Rectangle Bounds { get { return Rectangle.FromLTRB(TopLeft.X, TopLeft.Y, BottomRight.X, BottomRight.Y); } }
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public Map()
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@@ -67,8 +67,8 @@ namespace OpenRA.Traits
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var map = w.Map;
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.TopLeft.X; x < map.BottomRight.X; x++)
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for (int y = map.TopLeft.Y; y < map.BottomRight.Y; y++)
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{
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// Todo: Valid terrain should be specified in the resource
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if (!AllowResourceAt(new int2(x,y)))
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@@ -80,8 +80,8 @@ namespace OpenRA.Traits
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content[x, y].image = ChooseContent(content[x, y].type);
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}
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.TopLeft.X; x < map.BottomRight.X; x++)
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for (int y = map.TopLeft.Y; y < map.BottomRight.Y; y++)
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if (content[x, y].type != null)
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{
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content[x, y].density = GetIdealDensity(x, y);
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@@ -48,10 +48,10 @@ namespace OpenRA.Traits
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{
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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if (min.X < world.Map.XOffset - 1) min.X = world.Map.XOffset - 1;
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if (min.Y < world.Map.YOffset - 1) min.Y = world.Map.YOffset - 1;
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if (max.X > world.Map.XOffset + world.Map.Width) max.X = world.Map.XOffset + world.Map.Width;
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if (max.Y > world.Map.YOffset + world.Map.Height) max.Y = world.Map.YOffset + world.Map.Height;
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if (min.X < world.Map.TopLeft.X - 1) min.X = world.Map.TopLeft.X - 1;
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if (min.Y < world.Map.TopLeft.Y - 1) min.Y = world.Map.TopLeft.Y - 1;
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if (max.X > world.Map.BottomRight.X) max.X = world.Map.BottomRight.X;
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if (max.Y > world.Map.BottomRight.Y) max.Y = world.Map.BottomRight.Y;
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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@@ -49,10 +49,10 @@ namespace OpenRA.Traits
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{
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var bounds = a.Actor.GetBounds(true);
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if (bounds.Right <= Game.CellSize * self.World.Map.XOffset) continue;
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if (bounds.Bottom <= Game.CellSize * self.World.Map.YOffset) continue;
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if (bounds.Left >= Game.CellSize * (self.World.Map.XOffset + self.World.Map.Width)) continue;
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if (bounds.Top >= Game.CellSize * (self.World.Map.YOffset + self.World.Map.Height)) continue;
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if (bounds.Right <= Game.CellSize * self.World.Map.TopLeft.X) continue;
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if (bounds.Bottom <= Game.CellSize * self.World.Map.TopLeft.Y) continue;
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if (bounds.Left >= Game.CellSize * self.World.Map.BottomRight.X) continue;
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if (bounds.Top >= Game.CellSize * self.World.Map.BottomRight.Y) continue;
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var i1 = Math.Max(0, (int)bounds.Left / scale);
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var i2 = Math.Min(bins.GetUpperBound(0), (int)bounds.Right / scale);
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@@ -54,10 +54,10 @@ namespace OpenRA
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{
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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if (min.X < world.Map.XOffset) min.X = world.Map.XOffset;
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if (min.Y < world.Map.YOffset) min.Y = world.Map.YOffset;
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if (max.X > world.Map.XOffset + world.Map.Width - 1) max.X = world.Map.XOffset + world.Map.Width - 1;
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if (max.Y > world.Map.YOffset + world.Map.Height - 1) max.Y = world.Map.YOffset + world.Map.Height - 1;
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if (min.X < world.Map.TopLeft.X) min.X = world.Map.TopLeft.X;
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if (min.Y < world.Map.TopLeft.Y) min.Y = world.Map.TopLeft.Y;
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if (max.X > world.Map.BottomRight.X - 1) max.X = world.Map.BottomRight.X - 1;
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if (max.Y > world.Map.BottomRight.Y - 1) max.Y = world.Map.BottomRight.Y - 1;
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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@@ -103,17 +103,17 @@ namespace OpenRA
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var edge = w.SharedRandom.Next(2) == 0;
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return new int2(
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isX ? w.SharedRandom.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width)
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: (edge ? w.Map.XOffset : w.Map.XOffset + w.Map.Width),
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!isX ? w.SharedRandom.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height)
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: (edge ? w.Map.YOffset : w.Map.YOffset + w.Map.Height));
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isX ? w.SharedRandom.Next(w.Map.TopLeft.X, w.Map.BottomRight.X)
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: (edge ? w.Map.TopLeft.X : w.Map.BottomRight.X),
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!isX ? w.SharedRandom.Next(w.Map.TopLeft.Y, w.Map.BottomRight.Y)
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: (edge ? w.Map.TopLeft.Y : w.Map.BottomRight.Y));
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}
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public static int2 ChooseRandomCell(this World w, Thirdparty.Random r)
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{
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return new int2(
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r.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width),
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r.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height));
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r.Next(w.Map.TopLeft.X, w.Map.BottomRight.X),
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r.Next(w.Map.TopLeft.Y, w.Map.BottomRight.Y));
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}
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public static IEnumerable<CountryInfo> GetCountries(this World w)
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@@ -33,8 +33,8 @@ namespace OpenRA.Mods.Cnc
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var owner = self.Owner;
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// Start and end beyond the edge of the map, to give a finite delay, and ability to land when AFLD is on map edge
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var startPos = new int2(owner.World.Map.XOffset + owner.World.Map.Width+5, self.Location.Y);
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var endPos = new int2(owner.World.Map.XOffset-5, self.Location.Y);
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var startPos = new int2(owner.World.Map.BottomRight.X + 5, self.Location.Y);
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var endPos = new int2(owner.World.Map.TopLeft.X - 5, self.Location.Y);
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// Assume a single exit point for simplicity
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var exit = self.Info.Traits.WithInterface<ExitInfo>().First();
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