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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.
38 lines
1.9 KiB
C#
38 lines
1.9 KiB
C#
using System.Collections.Generic;
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using System.Drawing;
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namespace NHSE.Core;
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public static class TileCollisionUtil
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{
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public static readonly Dictionary<byte, Color> Dict = new()
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{
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{00, Color.FromArgb( 70, 120, 64)}, // Grass
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{01, Color.FromArgb(128, 215, 195)}, // River
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{03, Color.FromArgb(192, 192, 192)}, // Stone
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{04, Color.FromArgb(240, 230, 170)}, // Sand
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{05, Color.FromArgb(128, 215, 195)}, // Sea
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{06, Color.FromArgb(255, 128, 128)}, // Wood
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{07, Color.FromArgb(0 , 0, 0)}, // Null
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{08, Color.FromArgb(32 , 32, 32)}, // Building
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{09, Color.FromArgb(255, 0, 0)}, // ??
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{10, Color.FromArgb(48 , 48, 48)}, // Door
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{12, Color.FromArgb(128, 215, 195)}, // Water at mouths of river
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{15, Color.FromArgb(128, 215, 195)}, // Strip of water between river mouth and river
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{22, Color.FromArgb(190, 98, 98)}, // Wood (thin)
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{28, Color.FromArgb(255, 0, 0)}, // ?? this one isn't even in ColGroundAttributeParam...
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{29, Color.FromArgb(232, 222, 162)}, // Edge of beach, next to sea
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{41, Color.FromArgb(118, 122, 132)}, // Rocks at top of map
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{42, Color.FromArgb(128, 133, 147)}, // Taller regions, rocks at top of map
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{43, Color.Cyan}, // Tide pool
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{44, Color.FromArgb( 62, 112, 56)}, // Edge connecting grass and beach
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{45, Color.FromArgb(118, 122, 132)}, // Some kind of rock
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{46, Color.FromArgb(120, 207, 187)}, // Edge of sea, next to beach
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{47, Color.FromArgb(128, 128, 0)}, // Sandstone
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{49, Color.FromArgb(190, 98, 98)}, // Pier
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{51, Color.FromArgb(32 , 152, 32)}, // "Grass-growing building"??
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{70, Color.FromArgb(109, 113, 124)}, // Kapp'n's island rock
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{149, Color.FromArgb(179, 207, 252)}, // Ice (traversable)
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{150, Color.FromArgb(61 , 119, 212)}, // Ice (tall, with collision)
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};
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} |