show building in sea as invalid, etc
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@@ -192,7 +192,7 @@ namespace OpenRa.Game
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public void PrepareOverlay(Game game, int2 xy)
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public void PrepareOverlay(Game game, int2 xy)
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{
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{
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game.worldRenderer.uiOverlay.SetCurrentOverlay(false, xy, 2, 3);
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game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, 2, 3);
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System.Drawing;
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using System.Drawing;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Graphics;
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using System;
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namespace OpenRa.Game
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namespace OpenRa.Game
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{
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{
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@@ -35,15 +36,25 @@ namespace OpenRa.Game
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if (!hasOverlay)
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if (!hasOverlay)
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return;
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return;
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Func<int, int, bool> passableAt = (x, y) =>
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{
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x += game.map.Offset.X;
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y += game.map.Offset.Y;
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return game.map.IsInMap(x, y) &&
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TerrainCosts.Cost(UnitMovementType.Wheel,
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game.terrain.tileSet.GetWalkability(game.map.MapTiles[x, y])) < double.PositiveInfinity;
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};
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for (int i = 0; i < width; i++)
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for (int i = 0; i < width; i++)
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for (int j = 0; j < height; j++)
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for (int j = 0; j < height; j++)
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spriteRenderer.DrawSprite(blocked ? buildBlocked : buildOk,
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spriteRenderer.DrawSprite(passableAt(position.X + i, position.Y + j) ? buildOk : buildBlocked,
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24 * (position + new int2(i, j)) + game.viewport.Location, 0);
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24 * (position + new int2(i, j)) + game.viewport.Location, 0);
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spriteRenderer.Flush();
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spriteRenderer.Flush();
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}
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}
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bool blocked, hasOverlay;
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bool hasOverlay;
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int2 position;
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int2 position;
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int width, height;
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int width, height;
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@@ -52,13 +63,12 @@ namespace OpenRa.Game
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hasOverlay = false;
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hasOverlay = false;
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}
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}
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public void SetCurrentOverlay(bool blocked, int2 cell, int width, int height)
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public void SetCurrentOverlay(int2 cell, int width, int height)
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{
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{
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hasOverlay = true;
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hasOverlay = true;
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position = cell;
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position = cell;
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this.width = width;
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this.width = width;
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this.height = height;
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this.height = height;
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this.blocked = blocked;
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}
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}
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}
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}
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}
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}
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