added WeaponInfo

This commit is contained in:
Bob
2009-10-13 20:57:43 +13:00
parent e86b0cdaa0
commit 9af7b09e1d
9 changed files with 152 additions and 58 deletions

View File

@@ -14,14 +14,14 @@ namespace OpenRa.Game
class Actor
{
public readonly TypeDictionary traits = new TypeDictionary();
public readonly UnitInfo.BaseInfo unitInfo;
public readonly UnitInfo unitInfo;
public int2 Location;
public Player Owner;
public Actor( string name, int2 location, Player owner )
{
unitInfo = Rules.UnitInfo.Get( name );
unitInfo = Rules.UnitInfo[ name ];
Location = location;
CenterLocation = new float2( 12, 12 ) + 24 * (float2)Location;
Owner = owner;

View File

@@ -8,7 +8,7 @@ namespace OpenRa.Game.GameRules
{
static class FieldLoader
{
public static void Load( UnitInfo.BaseInfo self, IniSection ini )
public static void Load( object self, IniSection ini )
{
foreach( var x in ini )
{

View File

@@ -8,13 +8,16 @@ namespace OpenRa.Game
{
static class Rules
{
public static UnitInfo UnitInfo;
public static UnitInfoLoader UnitInfo;
public static WeaponInfoLoader WeaponInfo;
public static Footprint Footprint;
// TODO: load rules from the map, where appropriate.
public static void LoadRules()
{
UnitInfo = new UnitInfo( new IniFile( FileSystem.Open( "rules.ini" ) ) );
var rulesIni = new IniFile( FileSystem.Open( "rules.ini" ) );
UnitInfo = new UnitInfoLoader( rulesIni );
WeaponInfo = new WeaponInfoLoader( rulesIni );
Footprint = new Footprint(FileSystem.Open("footprint.txt"));
}
}

View File

@@ -1,47 +1,52 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
using IjwFramework.Types;
namespace OpenRa.Game.GameRules
{
public class UnitInfo
public class UnitInfoLoader
{
static Func<string, IniSection, BaseInfo> BindInfoCtor<T>()
where T : BaseInfo
static Func<string, IniSection, UnitInfo> BindInfoCtor<T>()
where T : UnitInfo
{
var ctor = typeof(T).GetConstructor(new[] { typeof(string), typeof(IniSection) });
return (s, i) => (BaseInfo)ctor.Invoke(new object [] { s,i });
var ctor = typeof( T ).GetConstructor( new[] { typeof( string ), typeof( IniSection ) } );
return ( s, i ) => (UnitInfo)ctor.Invoke( new object[] { s, i } );
}
readonly Dictionary<string, BaseInfo> unitInfos = new Dictionary<string, BaseInfo>();
readonly Dictionary<string, UnitInfo> unitInfos = new Dictionary<string, UnitInfo>();
public UnitInfo( IniFile rules )
public UnitInfoLoader( IniFile rules )
{
var srcs = new []
var srcs = new[]
{
Pair.New( "buildings.txt", BindInfoCtor<BuildingInfo>() ),
Pair.New( "infantry.txt", BindInfoCtor<InfantryInfo>() ),
Pair.New( "vehicles.txt", BindInfoCtor<VehicleInfo>() ),
Pair.New( "buildings.txt", BindInfoCtor<UnitInfo.BuildingInfo>() ),
Pair.New( "infantry.txt", BindInfoCtor<UnitInfo.InfantryInfo>() ),
Pair.New( "vehicles.txt", BindInfoCtor<UnitInfo.VehicleInfo>() ),
};
foreach( var src in srcs )
foreach (var s in Util.ReadAllLines(FileSystem.Open(src.First)))
foreach( var s in Util.ReadAllLines( FileSystem.Open( src.First ) ) )
{
var unitName = s.Split(',')[0];
unitInfos.Add(unitName.ToLowerInvariant(),
src.Second(unitName, rules.GetSection(unitName)));
var unitName = s.Split( ',' )[ 0 ];
unitInfos.Add( unitName.ToLowerInvariant(),
src.Second( unitName, rules.GetSection( unitName ) ) );
}
}
public BaseInfo Get( string unitName )
public UnitInfo this[ string unitName ]
{
return unitInfos[ unitName.ToLowerInvariant() ];
get
{
return unitInfos[ unitName.ToLowerInvariant() ];
}
}
}
public class UnitInfo
{
public enum ArmorType
{
none = 0,
@@ -51,42 +56,39 @@ namespace OpenRa.Game.GameRules
concrete = 4,
}
public class BaseInfo
public readonly string Name;
public readonly int Ammo = -1;
public readonly ArmorType Armor = ArmorType.none;
public readonly bool DoubleOwned = false;
public readonly bool Cloakable = false;
public readonly int Cost = 0;
public readonly bool Crewed = false;
public readonly bool Explodes = false;
public readonly int GuardRange = -1; // -1 = use weapon's range
public readonly string Image = null; // sprite-set to use when rendering
public readonly bool Invisible = false;
public readonly string Owner = "allies,soviet"; // TODO: make this an enum
public readonly int Points = 0;
public readonly string Prerequisite = "";
public readonly string Primary = null;
public readonly string Secondary = null;
public readonly int ROT = 0;
public readonly int Reload = 0;
public readonly bool SelfHealing = false;
public readonly bool Sensors = false; // no idea what this does
public readonly int Sight = 1;
public readonly int Strength = 1;
public readonly int TechLevel = -1;
public UnitInfo( string name, IniSection ini )
{
public readonly string Name;
Name = name.ToLowerInvariant();
public readonly int Ammo = -1;
public readonly ArmorType Armor = ArmorType.none;
public readonly bool DoubleOwned = false;
public readonly bool Cloakable = false;
public readonly int Cost = 0;
public readonly bool Crewed = false;
public readonly bool Explodes = false;
public readonly int GuardRange = -1; // -1 = use weapon's range
public readonly string Image = null; // sprite-set to use when rendering
public readonly bool Invisible = false;
public readonly string Owner = "allies,soviet"; // TODO: make this an enum
public readonly int Points = 0;
public readonly string Prerequisite = "";
public readonly string Primary = null;
public readonly string Secondary = null;
public readonly int ROT = 0;
public readonly int Reload = 0;
public readonly bool SelfHealing = false;
public readonly bool Sensors = false; // no idea what this does
public readonly int Sight = 1;
public readonly int Strength = 1;
public readonly int TechLevel = -1;
public BaseInfo( string name, IniSection ini )
{
Name = name.ToLowerInvariant();
FieldLoader.Load( this, ini );
}
FieldLoader.Load( this, ini );
}
public class MobileInfo : BaseInfo
public class MobileInfo : UnitInfo
{
public readonly int Passengers = 0;
public readonly int Speed = 0;
@@ -123,7 +125,7 @@ namespace OpenRa.Game.GameRules
}
}
public class BuildingInfo : BaseInfo
public class BuildingInfo : UnitInfo
{
public readonly bool BaseNormal = true;
public readonly int Adjacent = 1;

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@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.GameRules
{
class WeaponInfoLoader
{
readonly Dictionary<string, WeaponInfo> weaponInfos = new Dictionary<string, WeaponInfo>();
public WeaponInfoLoader( IniFile rules )
{
foreach( var s in Util.ReadAllLines( FileSystem.Open( "weapons.txt" ) ) )
{
var unitName = s.Split( ',' )[ 0 ];
weaponInfos.Add( unitName.ToLowerInvariant(),
new WeaponInfo( rules.GetSection( unitName ) ) );
}
}
public WeaponInfo this[ string unitName ]
{
get
{
return weaponInfos[ unitName.ToLowerInvariant() ];
}
}
}
class WeaponInfo
{
public readonly string Anim = null;
public readonly int Burst = 1;
public readonly bool Camera = false;
public readonly bool Charges = false;
public readonly int Damage = 0;
public readonly string Projectile = "Invisible";
public readonly int ROF = 1; // in 1/15 second units.
public readonly float Range = 0;
public readonly string Report = null;
public readonly int Speed = -1;
public readonly bool Supress = false;
public readonly bool TurboBoost = false;
public readonly string Warhead = null;
public WeaponInfo( IniSection ini )
{
FieldLoader.Load( this, ini );
}
}
}

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@@ -76,6 +76,7 @@
<Compile Include="GameRules\Footprint.cs" />
<Compile Include="GameRules\Rules.cs" />
<Compile Include="GameRules\UnitInfo.cs" />
<Compile Include="GameRules\WeaponInfo.cs" />
<Compile Include="Graphics\Animation.cs" />
<Compile Include="Game.cs" />
<Compile Include="Graphics\CursorSheetBuilder.cs" />

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@@ -11,7 +11,7 @@ namespace OpenRa.TechTree
public bool IsStructure { get { return isStructure; } }
public Item(string tag, string friendlyName, UnitInfo.BaseInfo unitInfo, bool isStructure)
public Item(string tag, string friendlyName, UnitInfo unitInfo, bool isStructure)
{
this.tag = tag;
this.friendlyName = friendlyName;

View File

@@ -54,7 +54,7 @@ namespace OpenRa.TechTree
.Concat( Lines( "infantry.txt", false ) );
foreach (Tuple<string, string, bool> p in definitions)
objects.Add(p.a, new Item(p.a, p.b, Rules.UnitInfo.Get(p.a), p.c));
objects.Add(p.a, new Item(p.a, p.b, Rules.UnitInfo[p.a], p.c));
}
public bool Build(string key, bool force)