Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.D2k/Graphics/D2kSpriteSequence.cs
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116
OpenRA.Mods.D2k/Graphics/D2kSpriteSequence.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.D2k.SpriteLoaders;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.D2k.Graphics
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{
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public class D2kSpriteSequenceLoader : DefaultSpriteSequenceLoader
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{
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public override D2kSpriteSequence CreateSequence(
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ModData modData, string tileset, SpriteCache cache, string image, string sequence, MiniYaml data, MiniYaml defaults)
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{
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return new D2kSpriteSequence(cache, this, image, sequence, data, defaults);
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}
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}
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[Desc("A sprite sequence that understands how to apply colour remapping to D2k sprites.")]
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public class D2kSpriteSequence : DefaultSpriteSequence
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{
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[Desc("Sets the player remap reference colour.")]
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static readonly SpriteSequenceField<Color> Remap = new(nameof(Remap), default);
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[Desc("Remap embedded palette index 1 to shadow.")]
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static readonly SpriteSequenceField<bool> UseShadow = new(nameof(UseShadow), true);
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[Desc("Indicates that this is a fog sprite definition.")]
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static readonly SpriteSequenceField<bool> ConvertShroudToFog = new(nameof(ConvertShroudToFog), false);
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readonly Color remapColor;
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readonly bool useShadow;
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readonly bool convertShroudToFog;
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public D2kSpriteSequence(SpriteCache cache, ISpriteSequenceLoader loader, string image, string sequence, MiniYaml data, MiniYaml defaults)
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: base(cache, loader, image, sequence, data, defaults)
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{
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remapColor = LoadField(Remap, data, defaults);
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useShadow = LoadField(UseShadow, data, defaults);
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convertShroudToFog = LoadField(ConvertShroudToFog, data, defaults);
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}
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public override void ReserveSprites(ModData modData, string tileset, SpriteCache cache, MiniYaml data, MiniYaml defaults)
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{
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var frames = LoadField(Frames, data, defaults);
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var flipX = LoadField(FlipX, data, defaults);
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var flipY = LoadField(FlipY, data, defaults);
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var zRamp = LoadField(ZRamp, data, defaults);
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var offset = LoadField(Offset, data, defaults);
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var blendMode = LoadField(BlendMode, data, defaults);
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AdjustFrame adjustFrame = null;
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if (remapColor != default || convertShroudToFog)
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adjustFrame = RemapFrame;
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ISpriteFrame RemapFrame(ISpriteFrame f, int index, int total) =>
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(f is R8Loader.RemappableFrame rf) ? rf.WithSequenceFlags(useShadow, convertShroudToFog, remapColor) : f;
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var combineNode = data.NodeWithKeyOrDefault(Combine.Key);
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if (combineNode != null)
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{
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for (var i = 0; i < combineNode.Value.Nodes.Length; i++)
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{
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var subData = combineNode.Value.Nodes[i].Value;
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var subOffset = LoadField(Offset, subData, NoData);
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var subFlipX = LoadField(FlipX, subData, NoData);
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var subFlipY = LoadField(FlipY, subData, NoData);
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var subFrames = LoadField(Frames, subData);
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foreach (var f in ParseCombineFilenames(modData, tileset, subFrames, subData))
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{
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var token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location, adjustFrame);
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spritesToLoad.Add(new SpriteReservation
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{
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Token = token,
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Offset = subOffset + offset,
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FlipX = subFlipX ^ flipX,
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FlipY = subFlipY ^ flipY,
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BlendMode = blendMode,
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ZRamp = zRamp,
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Frames = f.Frames
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});
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}
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}
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}
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else
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{
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foreach (var f in ParseFilenames(modData, tileset, frames, data, defaults))
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{
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var token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location, adjustFrame);
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spritesToLoad.Add(new SpriteReservation
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{
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Token = token,
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Offset = offset,
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FlipX = flipX,
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FlipY = flipY,
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BlendMode = blendMode,
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ZRamp = zRamp,
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Frames = f.Frames,
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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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