building footprints
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@@ -30,7 +30,7 @@ namespace OpenRa.Game
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Rules.LoadRules();
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for( int i = 0 ; i < 8 ; i++ )
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players.Add(i, new Player(i, string.Format("Multi{0}", i), OpenRa.TechTree.Race.Allies));
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players.Add(i, new Player(i, string.Format("Multi{0}", i), OpenRa.TechTree.Race.Soviet));
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map = new Map(new IniFile(FileSystem.Open(mapName)));
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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39
OpenRa.Game/GameRules/Footprint.cs
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39
OpenRa.Game/GameRules/Footprint.cs
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@@ -0,0 +1,39 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.IO;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.GameRules
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{
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class Footprint
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{
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Dictionary<string, string[]> buildingFootprints;
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public string[] GetFootprint(string name)
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{
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string[] val;
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if (!buildingFootprints.TryGetValue(name, out val))
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buildingFootprints.TryGetValue("*", out val);
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return val;
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}
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public Footprint(Stream s)
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{
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var lines = Util.ReadAllLines(s).Where(a => !a.StartsWith("#"));
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Func<string,string[]> words =
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b => b.Split( new[] { ' ', '\t' },
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StringSplitOptions.RemoveEmptyEntries );
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var buildings = lines
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.Select(a => a.Split(':'))
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.SelectMany(a => words(a[1])
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.Select( b => new { Name=b, Pat=words(a[0]) } ));
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buildingFootprints = buildings
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.ToDictionary(a => a.Name, a => a.Pat);
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}
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}
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}
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@@ -9,11 +9,13 @@ namespace OpenRa.Game
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static class Rules
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{
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public static UnitInfo UnitInfo;
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public static Footprint Footprint;
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// TODO: load rules from the map, where appropriate.
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public static void LoadRules()
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{
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UnitInfo = new UnitInfo( new IniFile( FileSystem.Open( "rules.ini" ) ) );
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Footprint = new Footprint(FileSystem.Open("footprint.txt"));
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}
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}
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}
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@@ -72,6 +72,7 @@
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<ItemGroup>
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<Compile Include="Actor.cs" />
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<Compile Include="Controller.cs" />
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<Compile Include="GameRules\Footprint.cs" />
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<Compile Include="GameRules\Rules.cs" />
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<Compile Include="GameRules\UnitInfo.cs" />
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<Compile Include="Graphics\Animation.cs" />
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@@ -192,7 +192,7 @@ namespace OpenRa.Game
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public void PrepareOverlay(Game game, int2 xy)
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{
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game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, 2, 3);
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game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, Name);
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}
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}
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@@ -36,39 +36,47 @@ namespace OpenRa.Game
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if (!hasOverlay)
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return;
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Func<int, int, bool> passableAt = (x, y) =>
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Func<int2, bool> passableAt = a =>
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{
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x += game.map.Offset.X;
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y += game.map.Offset.Y;
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a += game.map.Offset;
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return game.map.IsInMap(x, y) &&
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return game.map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(UnitMovementType.Wheel,
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game.terrain.tileSet.GetWalkability(game.map.MapTiles[x, y])) < double.PositiveInfinity;
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game.terrain.tileSet.GetWalkability(game.map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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};
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for (int i = 0; i < width; i++)
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for (int j = 0; j < height; j++)
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spriteRenderer.DrawSprite(passableAt(position.X + i, position.Y + j) ? buildOk : buildBlocked,
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24 * (position + new int2(i, j)), 0);
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var footprint = Rules.Footprint.GetFootprint(name);
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var j = 0;
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foreach (var row in footprint)
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{
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var i = 0;
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foreach (var c in row)
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{
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if (c != '_')
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spriteRenderer.DrawSprite(passableAt(position + new int2(i, j)) ? buildOk : buildBlocked,
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24 * (position + new int2(i, j)), 0);
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++i;
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}
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++j;
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}
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spriteRenderer.Flush();
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}
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bool hasOverlay;
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int2 position;
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int width, height;
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string name;
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public void KillOverlay()
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{
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hasOverlay = false;
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}
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public void SetCurrentOverlay(int2 cell, int width, int height)
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public void SetCurrentOverlay(int2 cell, string name)
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{
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hasOverlay = true;
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position = cell;
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this.width = width;
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this.height = height;
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this.name = name;
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}
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}
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}
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13
footprint.txt
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13
footprint.txt
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@@ -0,0 +1,13 @@
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#
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# Building footprints
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#
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# default is indicated by *
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x : ftur sbag brik fenc gun pbox hbox silo tsla agun gap kenn *
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xx xx xx : powr dome barr tent domf hpad atek stek
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xxx xxx xxx : fact facf syrf syrd weap weaf spen spef apwr
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xx : sam mslo
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_x_ xxx xxx xxx : proc
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xxx xxx : afld
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_x_ xxx _x_ : fix
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