Move everything Bridge-related to Mods.Common
This commit is contained in:
118
OpenRA.Mods.Common/Traits/World/BridgeLayer.cs
Normal file
118
OpenRA.Mods.Common/Traits/World/BridgeLayer.cs
Normal file
@@ -0,0 +1,118 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
class BridgeLayerInfo : ITraitInfo
|
||||
{
|
||||
[ActorReference]
|
||||
public readonly string[] Bridges = { "bridge1", "bridge2" };
|
||||
|
||||
public object Create(ActorInitializer init) { return new BridgeLayer(init.Self, this); }
|
||||
}
|
||||
|
||||
class BridgeLayer : IWorldLoaded
|
||||
{
|
||||
readonly BridgeLayerInfo info;
|
||||
readonly World world;
|
||||
Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
|
||||
CellLayer<Bridge> bridges;
|
||||
|
||||
public BridgeLayer(Actor self, BridgeLayerInfo info)
|
||||
{
|
||||
this.info = info;
|
||||
this.world = self.World;
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w, WorldRenderer wr)
|
||||
{
|
||||
bridges = new CellLayer<Bridge>(w.Map);
|
||||
|
||||
// Build a list of templates that should be overlayed with bridges
|
||||
foreach (var bridge in info.Bridges)
|
||||
{
|
||||
var bi = w.Map.Rules.Actors[bridge].Traits.Get<BridgeInfo>();
|
||||
foreach (var template in bi.Templates)
|
||||
bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
|
||||
}
|
||||
|
||||
// Loop through the map looking for templates to overlay
|
||||
for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
|
||||
{
|
||||
for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
|
||||
{
|
||||
var cell = new CPos(i, j);
|
||||
if (bridgeTypes.ContainsKey(w.Map.MapTiles.Value[cell].Type))
|
||||
ConvertBridgeToActor(w, cell);
|
||||
}
|
||||
}
|
||||
|
||||
// Link adjacent (long)-bridges so that artwork is updated correctly
|
||||
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
|
||||
b.LinkNeighbouringBridges(w, this);
|
||||
}
|
||||
|
||||
void ConvertBridgeToActor(World w, CPos cell)
|
||||
{
|
||||
// This cell already has a bridge overlaying it from a previous iteration
|
||||
if (bridges[cell] != null)
|
||||
return;
|
||||
|
||||
// Correlate the tile "image" aka subtile with its position to find the template origin
|
||||
var tile = w.Map.MapTiles.Value[cell].Type;
|
||||
var index = w.Map.MapTiles.Value[cell].Index;
|
||||
var template = w.TileSet.Templates[tile];
|
||||
var ni = cell.X - index % template.Size.X;
|
||||
var nj = cell.Y - index / template.Size.X;
|
||||
|
||||
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
|
||||
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
|
||||
{
|
||||
new LocationInit(new CPos(ni, nj)),
|
||||
new OwnerInit(w.WorldActor.Owner),
|
||||
new HealthInit(bridgeTypes[tile].Second),
|
||||
}).Trait<Bridge>();
|
||||
|
||||
var subTiles = new Dictionary<CPos, byte>();
|
||||
|
||||
// For each subtile in the template
|
||||
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
|
||||
{
|
||||
// Where do we expect to find the subtile
|
||||
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
|
||||
|
||||
// This isn't the bridge you're looking for
|
||||
if (!w.Map.Contains(subtile) || w.Map.MapTiles.Value[subtile].Type != tile ||
|
||||
w.Map.MapTiles.Value[subtile].Index != ind)
|
||||
continue;
|
||||
|
||||
subTiles.Add(subtile, ind);
|
||||
bridges[subtile] = bridge;
|
||||
}
|
||||
|
||||
bridge.Create(tile, subTiles);
|
||||
}
|
||||
|
||||
// Used to check for neighbouring bridges
|
||||
public Bridge GetBridge(CPos cell)
|
||||
{
|
||||
if (!world.Map.Contains(cell))
|
||||
return null;
|
||||
|
||||
return bridges[cell];
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user