Rules.Categories

This commit is contained in:
Bob
2009-10-30 05:43:21 +13:00
parent 179d071a97
commit accb391c6c
6 changed files with 33 additions and 17 deletions

View File

@@ -15,9 +15,8 @@ namespace OpenRa.Game.GameRules
public InfoLoader(params Pair<string, Func<string,T>>[] srcs)
{
foreach (var src in srcs)
foreach (var s in Rules.AllRules.GetSection(src.First))
foreach (var name in Rules.Categories[src.First])
{
var name = s.Key.ToLowerInvariant();
var t = src.Second(name);
FieldLoader.Load(t, Rules.AllRules.GetSection(name));
infos[name] = t;

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@@ -10,6 +10,7 @@ namespace OpenRa.Game
static class Rules
{
public static IniFile AllRules;
public static Dictionary<string, List<String>> Categories;
public static InfoLoader<UnitInfo> UnitInfo;
public static InfoLoader<WeaponInfo> WeaponInfo;
public static InfoLoader<WarheadInfo> WarheadInfo;
@@ -23,6 +24,16 @@ namespace OpenRa.Game
FileSystem.Open( "units.ini" ),
FileSystem.Open( "campaignUnits.ini" ) );
Categories = LoadCategories(
"BuildingTypes",
"InfantryTypes",
"VehicleTypes",
"ShipTypes",
"PlaneTypes",
"WeaponTypes",
"WarheadTypes",
"ProjectileTypes" );
UnitInfo = new InfoLoader<UnitInfo>(
Pair.New<string,Func<string,UnitInfo>>( "BuildingTypes", s => new UnitInfo.BuildingInfo(s)),
Pair.New<string,Func<string,UnitInfo>>( "InfantryTypes", s => new UnitInfo.InfantryInfo(s)),
@@ -38,5 +49,14 @@ namespace OpenRa.Game
ProjectileInfo = new InfoLoader<ProjectileInfo>(
Pair.New<string, Func<string, ProjectileInfo>>("ProjectileTypes", _ => new ProjectileInfo()));
}
static Dictionary<string, List<string>> LoadCategories( params string[] types )
{
var ret = new Dictionary<string, List<string>>();
foreach( var t in types )
ret[ t ] = AllRules.GetSection( t ).Select( x => x.Key.ToLowerInvariant() ).ToList();
return ret;
}
}
}

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@@ -43,7 +43,7 @@ namespace OpenRa.Game
}
}
// Key: Production category. Categories are: building, infantry, vehicle, ship, plane (and one per super, if they're done in here)
// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
public void ProductionInit( string category )

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@@ -25,7 +25,7 @@ namespace OpenRa.Game
Dictionary<string, Sprite> sprites = new Dictionary<string,Sprite>();
const int spriteWidth = 64, spriteHeight = 48;
static string[] groups = new string[] { "building", "vehicle", "ship", "infantry", "plane" };
static string[] groups = new string[] { "Building", "Vehicle", "Ship", "Infantry", "Plane" };
Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
@@ -41,11 +41,8 @@ namespace OpenRa.Game
spriteRenderer = new SpriteRenderer(renderer, false);
clockRenderer = new SpriteRenderer(renderer, true);
LoadSprites( "BuildingTypes", "building" );
LoadSprites( "VehicleTypes", "vehicle" );
LoadSprites( "InfantryTypes", "infantry" );
LoadSprites( "ShipTypes", "ship" );
LoadSprites( "PlaneTypes", "plane" );
for( int i = 0 ; i < groups.Length ; i++ )
LoadSprites( groups[ i ] );
foreach (string group in groups)
{
@@ -79,11 +76,11 @@ namespace OpenRa.Game
Game.controller.AddOrder(Order.BuildUnit(player, item.techTreeItem.tag.ToLowerInvariant()));
}
void LoadSprites( string category, string group )
void LoadSprites( string group )
{
foreach( var u in Rules.AllRules.GetSection( category ) )
foreach( var u in Rules.Categories[ group + "Types" ] )
{
var unit = Rules.UnitInfo[ u.Key ];
var unit = Rules.UnitInfo[ u ];
if( unit.TechLevel != -1 )
sprites.Add( unit.Name, SpriteSheetBuilder.LoadSprite( unit.Name + "icon", ".shp" ) );

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@@ -4,6 +4,7 @@ using System.Linq;
using OpenRa.FileFormats;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using OpenRa.Game;
namespace OpenRa.TechTree
{
@@ -49,11 +50,10 @@ namespace OpenRa.TechTree
if (soviet.Remove("tent")) soviet.Add("barr");
if (allied.Remove("barr")) allied.Add("tent");
// TODO: rewrite this based on "InfantryTypes" in units.ini
if ((tag.Length == 2 && tag[0] == 'e') || tag == "medi" || tag == "thf" || tag == "spy")
if( Rules.Categories[ "InfantryTypes" ].Contains( tag ) )
{
if (!allied.Contains("tent")) allied.Add("tent");
if (!soviet.Contains("barr")) soviet.Add("barr");
if( !allied.Contains( "tent" ) ) allied.Add( "tent" );
if( !soviet.Contains( "barr" ) ) soviet.Add( "barr" );
}
if (tag == "lst")

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@@ -34,7 +34,7 @@ namespace OpenRa.TechTree
void LoadRules()
{
var allBuildings = Rules.AllRules.GetSection( "BuildingTypes" ).Select( x => x.Key.ToLowerInvariant() ).ToList();
var allBuildings = Rules.Categories["BuildingTypes"];
foreach( var unit in Rules.UnitInfo )
objects.Add( unit.Key, new Item( unit.Key, unit.Value, allBuildings.Contains( unit.Key ) ) );