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Updates the Field Item Editor to render layers based on the entire map, and the per-patch positioning of each layer. Import/export will gracefully handle upgrade/downgrade, and viewport import/export will gracefully update tiles rather than a per-acre basis. Performance has also been slightly improved; no allocation is done anymore when updating the image.
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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namespace NHSE.Core;
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public sealed record ItemArrayEditor<T>(IReadOnlyList<T> Items)
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where T : Item, ICopyableItem<T>
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{
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public int ItemSize => Items[0].Size;
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public int TotalSize => Items.Count * ItemSize;
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public byte[] Write() => Items.SetArray(ItemSize);
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public void ImportItemDataX(ReadOnlySpan<byte> data, bool skipOccupiedSlots, int start = 0)
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{
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int expect = ItemSize;
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var import = data.GetArray<T>(expect);
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ImportItems(import, start, skipOccupiedSlots);
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}
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private void ImportItems(IReadOnlyList<T> import, int start, bool skipOccupiedSlots)
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{
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if (skipOccupiedSlots)
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ImportItemsSkip(import, start);
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else
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ImportItemsOverwrite(import, start);
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}
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private void ImportItemsOverwrite(IReadOnlyList<T> import, int destIndex, int importIndex = 0)
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{
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while (importIndex < import.Count && destIndex < Items.Count)
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{
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Items[destIndex].CopyFrom(import[importIndex]);
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destIndex++; importIndex++;
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}
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}
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private void ImportItemsSkip(IReadOnlyList<T> import, int destIndex, int importIndex = 0)
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{
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while (importIndex < import.Count && destIndex < Items.Count)
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{
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var importItem = import[importIndex];
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if (importItem.ItemId == Item.NONE)
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{
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importIndex++;
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continue;
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}
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var destItem = Items[destIndex];
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if (destItem.ItemId != Item.NONE)
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{
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destIndex++;
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continue;
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}
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destItem.CopyFrom(importItem);
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importIndex++;
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destIndex++;
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}
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}
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} |