Render explicit dual terrain tiles
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@@ -215,58 +215,93 @@ public sealed partial class MainWindow
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{
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var wallColor = ColorHelper.FromArgb(255, 54, 61, 68);
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var floorColor = ColorHelper.FromArgb(255, 31, 36, 40);
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var wallMask = c_AllCorners ^ floorMask;
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if (floorMask == 0)
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drawing.FillRectangle(rect, floorColor);
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DrawDualTerrainTile(drawing, rect, wallColor, floorColor, GetDualTerrainTileId(wallMask));
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}
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private static int GetDualTerrainTileId(int wallMask)
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{
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return wallMask;
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}
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private static void DrawDualTerrainTile(CanvasDrawingSession drawing, Rect rect, Color wallColor, Color floorColor, int tileId)
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{
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if (tileId == 0)
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return;
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if (tileId == c_AllCorners)
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{
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drawing.FillRectangle(rect, wallColor);
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return;
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}
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if (floorMask == c_AllFloorCorners)
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switch (tileId)
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{
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drawing.FillRectangle(rect, floorColor);
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return;
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case c_TopLeftCorner:
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case c_TopRightCorner:
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case c_BottomLeftCorner:
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case c_BottomRightCorner:
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DrawTerrainCorner(drawing, rect, wallColor, tileId);
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break;
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case c_TopLeftCorner | c_TopRightCorner:
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drawing.FillRectangle(new(rect.X, rect.Y, rect.Width, rect.Height / 2), wallColor);
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break;
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case c_BottomLeftCorner | c_BottomRightCorner:
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drawing.FillRectangle(new(rect.X, rect.Y + rect.Height / 2, rect.Width, rect.Height / 2), wallColor);
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break;
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case c_TopLeftCorner | c_BottomLeftCorner:
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drawing.FillRectangle(new(rect.X, rect.Y, rect.Width / 2, rect.Height), wallColor);
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break;
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case c_TopRightCorner | c_BottomRightCorner:
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drawing.FillRectangle(new(rect.X + rect.Width / 2, rect.Y, rect.Width / 2, rect.Height), wallColor);
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break;
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case c_TopLeftCorner | c_BottomRightCorner:
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DrawTerrainCorner(drawing, rect, wallColor, c_TopLeftCorner);
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DrawTerrainCorner(drawing, rect, wallColor, c_BottomRightCorner);
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break;
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case c_TopRightCorner | c_BottomLeftCorner:
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DrawTerrainCorner(drawing, rect, wallColor, c_TopRightCorner);
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DrawTerrainCorner(drawing, rect, wallColor, c_BottomLeftCorner);
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break;
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default:
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drawing.FillRectangle(rect, wallColor);
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DrawTerrainCorner(drawing, rect, floorColor, c_AllCorners ^ tileId);
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break;
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}
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drawing.FillRectangle(rect, floorColor);
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var wallMask = c_AllFloorCorners ^ floorMask;
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if ((wallMask & c_TopLeftFloor) != 0)
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DrawTerrainCorner(drawing, rect, wallColor, c_TopLeftFloor);
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if ((wallMask & c_TopRightFloor) != 0)
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DrawTerrainCorner(drawing, rect, wallColor, c_TopRightFloor);
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if ((wallMask & c_BottomLeftFloor) != 0)
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DrawTerrainCorner(drawing, rect, wallColor, c_BottomLeftFloor);
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if ((wallMask & c_BottomRightFloor) != 0)
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DrawTerrainCorner(drawing, rect, wallColor, c_BottomRightFloor);
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}
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private static void DrawTerrainCorner(CanvasDrawingSession drawing, Rect rect, Color color, int corner)
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{
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var center = new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2));
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var radiusX = (float)rect.Width / 2;
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var radiusY = (float)rect.Height / 2;
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var center = corner switch {
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c_TopLeftCorner => new Vector2((float)rect.X, (float)rect.Y),
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c_TopRightCorner => new Vector2((float)(rect.X + rect.Width), (float)rect.Y),
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c_BottomRightCorner => new Vector2((float)(rect.X + rect.Width), (float)(rect.Y + rect.Height)),
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c_BottomLeftCorner => new Vector2((float)rect.X, (float)(rect.Y + rect.Height)),
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_ => new Vector2((float)(rect.X + rect.Width / 2), (float)(rect.Y + rect.Height / 2))
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};
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var start = corner switch {
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c_TopLeftFloor => new Vector2(center.X, (float)rect.Y),
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c_TopRightFloor => new Vector2((float)(rect.X + rect.Width), center.Y),
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c_BottomRightFloor => new Vector2(center.X, (float)(rect.Y + rect.Height)),
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c_BottomLeftFloor => new Vector2((float)rect.X, center.Y),
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c_TopLeftCorner => new Vector2(center.X + radiusX, center.Y),
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c_TopRightCorner => new Vector2(center.X, center.Y + radiusY),
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c_BottomRightCorner => new Vector2(center.X - radiusX, center.Y),
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c_BottomLeftCorner => new Vector2(center.X, center.Y - radiusY),
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_ => center
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};
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var end = corner switch {
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c_TopLeftFloor => new Vector2((float)rect.X, center.Y),
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c_TopRightFloor => new Vector2(center.X, (float)rect.Y),
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c_BottomRightFloor => new Vector2((float)(rect.X + rect.Width), center.Y),
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c_BottomLeftFloor => new Vector2(center.X, (float)(rect.Y + rect.Height)),
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c_TopLeftCorner => new Vector2(center.X, center.Y + radiusY),
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c_TopRightCorner => new Vector2(center.X - radiusX, center.Y),
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c_BottomRightCorner => new Vector2(center.X, center.Y - radiusY),
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c_BottomLeftCorner => new Vector2(center.X + radiusX, center.Y),
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_ => center
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};
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using var builder = new CanvasPathBuilder(drawing);
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builder.BeginFigure(center);
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builder.AddLine(start);
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builder.AddArc(end, radiusX, radiusY, 0, CanvasSweepDirection.CounterClockwise, CanvasArcSize.Small);
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builder.AddArc(end, radiusX, radiusY, 0, CanvasSweepDirection.Clockwise, CanvasArcSize.Small);
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builder.EndFigure(CanvasFigureLoop.Closed);
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using var geometry = CanvasGeometry.CreatePath(builder);
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@@ -277,16 +312,16 @@ public sealed partial class MainWindow
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{
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var mask = 0;
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if (GetTerrainOrWall(x - 1, y - 1) == ECellTerrain.Floor)
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mask |= c_TopLeftFloor;
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mask |= c_TopLeftCorner;
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if (GetTerrainOrWall(x, y - 1) == ECellTerrain.Floor)
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mask |= c_TopRightFloor;
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mask |= c_TopRightCorner;
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if (GetTerrainOrWall(x - 1, y) == ECellTerrain.Floor)
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mask |= c_BottomLeftFloor;
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mask |= c_BottomLeftCorner;
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if (GetTerrainOrWall(x, y) == ECellTerrain.Floor)
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mask |= c_BottomRightFloor;
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mask |= c_BottomRightCorner;
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return mask;
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}
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@@ -451,11 +486,11 @@ public sealed partial class MainWindow
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}
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private readonly SimulationEngine m_Simulation = new();
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private const int c_TopLeftFloor = 1;
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private const int c_TopRightFloor = 2;
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private const int c_BottomLeftFloor = 4;
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private const int c_BottomRightFloor = 8;
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private const int c_AllFloorCorners = c_TopLeftFloor | c_TopRightFloor | c_BottomLeftFloor | c_BottomRightFloor;
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private const int c_TopLeftCorner = 1;
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private const int c_TopRightCorner = 2;
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private const int c_BottomLeftCorner = 4;
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private const int c_BottomRightCorner = 8;
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private const int c_AllCorners = c_TopLeftCorner | c_TopRightCorner | c_BottomLeftCorner | c_BottomRightCorner;
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private StorageFile? m_CurrentFile;
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private LevelState m_Level;
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private bool m_Painting;
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