Esempio n. 1
0
        void PostInit()
        {
            rules = Exts.Lazy(() =>
            {
                try
                {
                    return(Game.modData.RulesetCache.LoadMapRules(this));
                }
                catch (Exception e)
                {
                    InvalidCustomRules = true;
                    Log.Write("debug", "Failed to load rules for {0} with error {1}", Title, e.Message);
                }

                return(Game.modData.DefaultRules);
            });

            cachedTileSet = Exts.Lazy(() => Rules.TileSets[Tileset]);

            var tl = Map.MapToCell(TileShape, new CPos(Bounds.Left, Bounds.Top));
            var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));

            Cells = new CellRegion(TileShape, tl, br);

            CustomTerrain = new CellLayer <byte>(this);
            foreach (var cell in Cells)
            {
                CustomTerrain[cell] = byte.MaxValue;
            }
        }
Esempio n. 2
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        /// <summary>Expand the specified region with an additional cordon. This may expand the region outside the map borders.</summary>
        public static CellRegion Expand(CellRegion region, int cordon)
        {
            var offset = new CVec(cordon, cordon);
            var tl     = Map.MapToCell(region.shape, Map.CellToMap(region.shape, region.TopLeft) - offset);
            var br     = Map.MapToCell(region.shape, Map.CellToMap(region.shape, region.BottomRight) + offset);

            return(new CellRegion(region.shape, tl, br));
        }
Esempio n. 3
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        public void ResizeCordon(int left, int top, int right, int bottom)
        {
            Bounds = Rectangle.FromLTRB(left, top, right, bottom);

            var tl = Map.MapToCell(TileShape, new CPos(Bounds.Left, Bounds.Top));
            var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));

            Cells = new CellRegion(TileShape, tl, br);
        }
Esempio n. 4
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        void PostInit()
        {
            rules         = Exts.Lazy(() => Game.modData.RulesetCache.LoadMapRules(this));
            cachedTileSet = Exts.Lazy(() => Rules.TileSets[Tileset]);

            var tl = Map.MapToCell(TileShape, new CPos(Bounds.Left, Bounds.Top));
            var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));

            Cells = new CellRegion(TileShape, tl, br);

            CustomTerrain = new CellLayer <int>(this);
            foreach (var cell in Cells)
            {
                CustomTerrain[cell] = -1;
            }
        }
Esempio n. 5
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            public bool MoveNext()
            {
                u += 1;

                // Check for column overflow
                if (u > r.mapBottomRight.X)
                {
                    v += 1;
                    u  = r.mapTopLeft.X;

                    // Check for row overflow
                    if (v > r.mapBottomRight.Y)
                    {
                        return(false);
                    }
                }

                current = Map.MapToCell(r.shape, new CPos(u, v));
                return(true);
            }