Exemple #1
0
        /// <summary>Recalculates tile system. </summary>
        public static void FixTiles(TileLayer tiles, TileCollection collection)
        {
            Logger.Info("Recalculating tile LAT system");

            // change all CLAT tiles to their corresponding LAT tiles
            foreach (MapTile t in tiles)
            {
                // If this tile comes from a CLAT (connecting lat) set,
                // then replace it's set and tilenr by corresponding LAT sets'
                t.SetNum = collection.GetSetNum(t.TileNum);

                if (collection.IsCLAT(t.SetNum))
                {
                    t.SetNum  = collection.GetLAT(t.SetNum);
                    t.TileNum = collection.GetTileNumFromSet(t.SetNum);
                }
            }

            // apply autolat
            foreach (MapTile t in tiles)
            {
                // If this tile is a LAT tile, we might have to connect it
                if (collection.IsLAT(t.SetNum))
                {
                    // Which tile to use from CLAT tileset
                    byte    transitionTile  = 0;
                    MapTile tileTopRight    = tiles.GetNeighbourTile(t, TileLayer.TileDirection.TopRight);
                    MapTile tileBottomRight = tiles.GetNeighbourTile(t, TileLayer.TileDirection.BottomRight);
                    MapTile tileBottomLeft  = tiles.GetNeighbourTile(t, TileLayer.TileDirection.BottomLeft);
                    MapTile tileTopLeft     = tiles.GetNeighbourTile(t, TileLayer.TileDirection.TopLeft);


                    // Find out setnums of adjacent cells
                    if (tileTopRight != null && collection.ConnectTiles(t.SetNum, tileTopRight.SetNum))
                    {
                        transitionTile += 1;
                    }

                    if (tileBottomRight != null && collection.ConnectTiles(t.SetNum, tileBottomRight.SetNum))
                    {
                        transitionTile += 2;
                    }

                    if (tileBottomLeft != null && collection.ConnectTiles(t.SetNum, tileBottomLeft.SetNum))
                    {
                        transitionTile += 4;
                    }

                    if (tileTopLeft != null && collection.ConnectTiles(t.SetNum, tileTopLeft.SetNum))
                    {
                        transitionTile += 8;
                    }

                    if (transitionTile > 0)
                    {
                        // Find Tileset that contains the connecting pieces
                        short clatSet = collection.GetCLATSet(t.SetNum);
                        // Do not change this setnum, as then we could recognize it as
                        // a different tileset for later tiles around this one.
                        // (T->SetNum = clatSet;)
                        t.TileNum  = collection.GetTileNumFromSet(clatSet, transitionTile);
                        t.Drawable = collection.GetDrawable(t);
                    }
                }

                // apply ramp fixup
                else if (t.SetNum == collection.RampBase)
                {
                    var ti = t.GetTileImage();
                    if (ti.RampType < 1 || 4 < ti.TerrainType)
                    {
                        continue;
                    }

                    int     fixup           = -1;
                    MapTile tileTopRight    = tiles.GetNeighbourTile(t, TileLayer.TileDirection.TopRight);
                    MapTile tileBottomRight = tiles.GetNeighbourTile(t, TileLayer.TileDirection.BottomRight);
                    MapTile tileBottomLeft  = tiles.GetNeighbourTile(t, TileLayer.TileDirection.BottomLeft);
                    MapTile tileTopLeft     = tiles.GetNeighbourTile(t, TileLayer.TileDirection.TopLeft);


                    switch (ti.RampType)
                    {
                    case 1:
                        // northwest facing
                        if (tileTopLeft != null && tileTopLeft.GetTileImage().RampType == 0)
                        {
                            fixup++;
                        }
                        if (tileBottomRight != null && tileBottomRight.GetTileImage().RampType == 0)
                        {
                            fixup += 2;
                        }
                        break;

                    case 2:                             // northeast facing
                        if (tileTopRight != null && tileTopRight.GetTileImage().RampType == 0)
                        {
                            fixup++;
                        }
                        if (tileBottomLeft != null && tileBottomLeft.GetTileImage().RampType == 0)
                        {
                            fixup += 2;
                        }
                        break;

                    case 3:                             // southeast facing
                        if (tileBottomRight != null && tileBottomRight.GetTileImage().RampType == 0)
                        {
                            fixup++;
                        }
                        if (tileTopLeft != null && tileTopLeft.GetTileImage().RampType == 0)
                        {
                            fixup += 2;
                        }
                        break;

                    case 4:                             // southwest facing
                        if (tileBottomLeft != null && tileBottomLeft.GetTileImage().RampType == 0)
                        {
                            fixup++;
                        }
                        if (tileTopRight != null && tileTopRight.GetTileImage().RampType == 0)
                        {
                            fixup += 2;
                        }
                        break;
                    }

                    if (fixup != -1)
                    {
                        t.TileNum = collection.GetTileNumFromSet(collection.RampSmooth, (byte)((ti.RampType - 1) * 3 + fixup));
                        // update drawable too
                        t.Drawable = collection.GetDrawable(t);
                    }
                }
            }
        }