Everything is now OpenRA, not OpenRa
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82
OpenRA.Game/GameRules/Rules.cs
Executable file
82
OpenRA.Game/GameRules/Rules.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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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 OpenRA.FileFormats;
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using OpenRA.GameRules;
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namespace OpenRA
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{
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public static class Rules
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{
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public static IniFile AllRules;
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public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
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public static InfoLoader<WeaponInfo> WeaponInfo;
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public static InfoLoader<WarheadInfo> WarheadInfo;
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public static InfoLoader<ProjectileInfo> ProjectileInfo;
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public static InfoLoader<VoiceInfo> VoiceInfo;
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public static GeneralInfo General;
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public static TechTree TechTree;
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public static Dictionary<string, ActorInfo> Info;
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public static void LoadRules(string map, Manifest m)
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{
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var legacyRules = m.LegacyRules.Reverse().ToList();
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legacyRules.Insert(0, map);
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AllRules = new IniFile(legacyRules.Select(a => FileSystem.Open(a)).ToArray());
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General = new GeneralInfo();
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FieldLoader.Load(General, AllRules.GetSection("General"));
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LoadCategories(
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"Weapon",
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"Warhead",
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"Projectile",
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"Voice");
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WeaponInfo = new InfoLoader<WeaponInfo>(
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Pair.New<string, Func<string, WeaponInfo>>("Weapon", _ => new WeaponInfo()));
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WarheadInfo = new InfoLoader<WarheadInfo>(
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Pair.New<string, Func<string, WarheadInfo>>("Warhead", _ => new WarheadInfo()));
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ProjectileInfo = new InfoLoader<ProjectileInfo>(
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Pair.New<string, Func<string, ProjectileInfo>>("Projectile", _ => new ProjectileInfo()));
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VoiceInfo = new InfoLoader<VoiceInfo>(
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Pair.New<string, Func<string, VoiceInfo>>("Voice", _ => new VoiceInfo()));
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var yamlRules = m.Rules.Reverse().Select(a => MiniYaml.FromFile(a)).Aggregate(MiniYaml.Merge);
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ActorInfo.LoadModAssemblies(m);
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Info = new Dictionary<string, ActorInfo>();
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foreach( var kv in yamlRules )
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Info.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
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TechTree = new TechTree();
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}
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static void LoadCategories(params string[] types)
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{
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foreach (var t in types)
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Categories[t] = AllRules.GetSection(t + "Types").Select(x => x.Key.ToLowerInvariant()).ToList();
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}
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}
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}
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