fix some extraneous refs to Game.world
This commit is contained in:
@@ -62,7 +62,7 @@ namespace OpenRA
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public void AddLine(Session.Client p, string text)
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{
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AddLine(Player.PlayerColors[p.PaletteIndex].c, p.Name, text);
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AddLine(Player.PlayerColors( Game.world )[p.PaletteIndex].c, p.Name, text);
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}
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public void AddLine(Color c, string from, string text)
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@@ -325,7 +325,7 @@ namespace OpenRA
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new int2(mapContainer.Left + mapContainer.Width / 2, y), Color.White);
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y += 20;
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var theaterInfo = Game.world.WorldActor.Info.Traits.WithInterface<TheaterInfo>().FirstOrDefault(t => t.Theater == currentMap.Tileset);
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var theaterInfo = Rules.Info["world"].Traits.WithInterface<TheaterInfo>().FirstOrDefault(t => t.Theater == currentMap.Tileset);
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DrawCentered("Theater: {0}".F(theaterInfo.Name),
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new int2(mapContainer.Left + mapContainer.Width / 2, y), Color.White);
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y += 20;
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@@ -339,12 +339,12 @@ namespace OpenRA
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void CyclePalette(bool left)
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{
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var d = left ? +1 : Player.PlayerColors.Count() - 1;
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var d = left ? +1 : Player.PlayerColors(Game.world).Count() - 1;
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var newIndex = ((int)Game.LocalClient.PaletteIndex + d) % Player.PlayerColors.Count();
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var newIndex = ((int)Game.LocalClient.PaletteIndex + d) % Player.PlayerColors(Game.world).Count();
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while (!PaletteAvailable(newIndex) && newIndex != (int)Game.LocalClient.PaletteIndex)
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newIndex = (newIndex + d) % Player.PlayerColors.Count();
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newIndex = (newIndex + d) % Player.PlayerColors(Game.world).Count();
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Game.IssueOrder(
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Order.Chat("/pal " + newIndex));
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@@ -521,7 +521,7 @@ namespace OpenRA
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paletteRect.Top + Game.viewport.Location.Y + 5,
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paletteRect.Right + Game.viewport.Location.X - 5,
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paletteRect.Bottom+Game.viewport.Location.Y - 5),
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Player.PlayerColors[client.PaletteIndex % Player.PlayerColors.Count()].c);
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Player.PlayerColors(Game.world)[client.PaletteIndex % Player.PlayerColors(Game.world).Count()].c);
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lineRenderer.Flush();
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f.DrawText(client.Country, new int2(r.Left + 220, y), Color.White);
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f.DrawText(client.State.ToString(), new int2(r.Left + 290, y), Color.White);
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@@ -558,7 +558,7 @@ namespace OpenRA
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if (radarAnimationFrame <= radarSlideAnimationLength)
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radarOrigin = float2.Lerp(radarClosedOrigin, radarOpenOrigin, radarAnimationFrame * 1.0f / radarSlideAnimationLength);
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var eva = Game.world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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var eva = Rules.Info["world"].Traits.Get<EvaAlertsInfo>();
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// Play radar-on sound at the start of the activate anim (open)
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if (radarAnimationFrame == radarSlideAnimationLength && hasRadar)
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@@ -642,7 +642,7 @@ namespace OpenRA
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void HandleTabClick(string button)
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{
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var eva = Game.world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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var eva = Rules.Info["world"].Traits.Get<EvaAlertsInfo>();
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Sound.Play(eva.TabClick);
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var wasOpen = paletteOpen;
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paletteOpen = (currentTab == button && wasOpen) ? false : true;
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@@ -829,7 +829,7 @@ namespace OpenRA
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if (paletteAnimationFrame <= paletteAnimationLength)
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paletteOrigin = float2.Lerp(paletteClosedOrigin, paletteOpenOrigin, paletteAnimationFrame * 1.0f / paletteAnimationLength);
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var eva = Game.world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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var eva = Rules.Info["world"].Traits.Get<EvaAlertsInfo>();
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// Play palette-open sound at the start of the activate anim (open)
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if (paletteAnimationFrame == 1 && paletteOpen)
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@@ -79,7 +79,7 @@ namespace OpenRA.Graphics
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static Cache<string, TerrainColorSet> terrainTypeColors = new Cache<string, TerrainColorSet>(
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theater =>
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{
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return new TerrainColorSet(Game.world.WorldActor.Info.Traits.WithInterface<TheaterInfo>().FirstOrDefault(t => t.Theater == theater).MapColors);
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return new TerrainColorSet(Rules.Info["world"].Traits.WithInterface<TheaterInfo>().FirstOrDefault(t => t.Theater == theater).MapColors);
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});
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static Color shroudColor;
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@@ -194,7 +194,7 @@ namespace OpenRA.Graphics
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lineRenderer.FillRect(new RectangleF(
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Game.viewport.Location.X + pos.X + 2,
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Game.viewport.Location.Y + pos.Y + 2,
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12, 12), Player.PlayerColors[ p.Second.PaletteIndex % Player.PlayerColors.Count() ].c);
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12, 12), Player.PlayerColors(world)[ p.Second.PaletteIndex % Player.PlayerColors(world).Count() ].c);
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rgbaRenderer.DrawSprite(ownedSpawnPoint, pos, "chrome");
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}
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@@ -31,11 +31,13 @@ namespace OpenRA.Graphics
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IIndexBuffer indexBuffer;
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Sheet terrainSheet;
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World world;
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Renderer renderer;
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Map map;
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public TerrainRenderer(World world, Renderer renderer, WorldRenderer wr)
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{
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this.world = world;
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this.renderer = renderer;
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this.map = world.Map;
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@@ -88,9 +90,9 @@ namespace OpenRA.Graphics
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if (firstRow < 0) firstRow = 0;
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if (lastRow > map.Height) lastRow = map.Height;
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if (Game.world.LocalPlayer != null && !Game.world.LocalPlayer.Shroud.Disabled && Game.world.LocalPlayer.Shroud.bounds.HasValue)
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.Disabled && world.LocalPlayer.Shroud.bounds.HasValue)
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{
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var r = Game.world.LocalPlayer.Shroud.bounds.Value;
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var r = world.LocalPlayer.Shroud.bounds.Value;
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if (firstRow < r.Top - map.YOffset)
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firstRow = r.Top - map.YOffset;
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@@ -107,7 +109,7 @@ namespace OpenRA.Graphics
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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PrimitiveType.TriangleList, renderer.SpriteShader));
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foreach (var r in Game.world.WorldActor.traits.WithInterface<IRenderOverlay>())
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foreach (var r in world.WorldActor.traits.WithInterface<IRenderOverlay>())
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r.Render();
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}
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}
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@@ -166,11 +166,11 @@ namespace OpenRA.Graphics
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if (world.LocalPlayer != null)
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DrawBox(world.LocalPlayer.Shroud.bounds.Value, Color.Blue);
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for (var j = 0; j < Game.world.Map.MapSize.Y;
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j += Game.world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
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for (var j = 0; j < world.Map.MapSize.Y;
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j += world.WorldActor.Info.Traits.Get<SpatialBinsInfo>().BinSize)
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{
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lineRenderer.DrawLine(new float2(0, j * 24), new float2(Game.world.Map.MapSize.X * 24, j * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, Game.world.Map.MapSize.Y * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(0, j * 24), new float2(world.Map.MapSize.X * 24, j * 24), Color.Black, Color.Black);
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lineRenderer.DrawLine(new float2(j * 24, 0), new float2(j * 24, world.Map.MapSize.Y * 24), Color.Black, Color.Black);
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}
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}
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@@ -29,6 +29,7 @@ namespace OpenRA
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{
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public class PathSearch
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{
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World world;
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public CellInfo[ , ] cellInfo;
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public PriorityQueue<PathDistance> queue;
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public Func<int2, float> heuristic;
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@@ -42,6 +43,7 @@ namespace OpenRA
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public PathSearch(World world)
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{
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this.world = world;
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cellInfo = InitCellInfo();
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queue = new PriorityQueue<PathDistance>();
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@@ -171,11 +173,11 @@ namespace OpenRA
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return search;
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}
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static CellInfo[ , ] InitCellInfo()
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CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ Game.world.Map.MapSize.X, Game.world.Map.MapSize.Y ];
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for( int x = 0 ; x < Game.world.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < Game.world.Map.MapSize.Y ; y++ )
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var cellInfo = new CellInfo[ world.Map.MapSize.X, world.Map.MapSize.Y ];
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for( int x = 0 ; x < world.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < world.Map.MapSize.Y ; y++ )
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cellInfo[ x, y ] = new CellInfo( float.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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@@ -52,16 +52,13 @@ namespace OpenRA
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public ShroudRenderer Shroud;
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public World World { get; private set; }
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public static List<Tuple<string, string, Color>> PlayerColors
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public static List<Tuple<string, string, Color>> PlayerColors( World world )
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{
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get
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{
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return Game.world.WorldActor.Info.Traits.WithInterface<PlayerColorPaletteInfo>()
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return world.WorldActor.Info.Traits.WithInterface<PlayerColorPaletteInfo>()
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.Where(p => p.Playable)
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.Select(p => Tuple.New(p.Name, p.DisplayName, p.Color))
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.ToList();
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}
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}
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public Player( World world, Session.Client client )
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{
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@@ -73,8 +70,8 @@ namespace OpenRA
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if (client != null)
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{
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Index = client.Index;
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Palette = PlayerColors[client.PaletteIndex % PlayerColors.Count()].a;
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Color = PlayerColors[client.PaletteIndex % PlayerColors.Count()].c;
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Palette = PlayerColors(world)[client.PaletteIndex % PlayerColors(world).Count()].a;
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Color = PlayerColors(world)[client.PaletteIndex % PlayerColors(world).Count()].c;
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PlayerName = client.Name;
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InternalName = "Multi{0}".F(client.Index);
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}
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@@ -32,7 +32,7 @@ namespace OpenRA.Traits
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook
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{
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SpriteRenderer sr;
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World w;
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World world;
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public ResourceTypeInfo[] resourceTypes;
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CellContents[,] content;
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@@ -44,12 +44,12 @@ namespace OpenRA.Traits
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public void Render()
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{
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var map = Game.world.Map;
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var map = world.Map;
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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{
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if (Game.world.LocalPlayer != null && !Game.world.LocalPlayer.Shroud.IsExplored(new int2(x, y))) continue;
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(new int2(x, y))) continue;
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var c = content[x, y];
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if (c.image != null)
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@@ -63,7 +63,7 @@ namespace OpenRA.Traits
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public void WorldLoaded(World w)
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{
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this.w = w;
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this.world = w;
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content = new CellContents[w.Map.MapSize.X, w.Map.MapSize.Y];
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resourceTypes = w.WorldActor.Info.Traits.WithInterface<ResourceTypeInfo>().ToArray();
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@@ -89,7 +89,7 @@ namespace OpenRA.Traits
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public Sprite[] ChooseContent(ResourceTypeInfo info)
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{
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return info.Sprites[w.SharedRandom.Next(info.Sprites.Length)];
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return info.Sprites[world.SharedRandom.Next(info.Sprites.Length)];
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}
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public int GetAdjacentCellsWith(ResourceTypeInfo info, int i, int j)
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@@ -147,7 +147,7 @@ namespace OpenRA.Traits
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public void Grow(ResourceTypeInfo info)
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{
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var map = w.Map;
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var map = world.Map;
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var newDensity = new byte[map.MapSize.X, map.MapSize.Y];
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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@@ -162,13 +162,13 @@ namespace OpenRA.Traits
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public void Spread(ResourceTypeInfo info)
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{
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var map = w.Map;
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var map = world.Map;
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var growMask = new bool[map.MapSize.X, map.MapSize.Y];
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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if (content[i,j].type == null
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&& GetAdjacentCellsWith(info, i,j ) > 0
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&& w.IsCellBuildable(new int2(i, j), false))
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&& world.IsCellBuildable(new int2(i, j), false))
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growMask[i, j] = true;
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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@@ -113,7 +113,7 @@ namespace OpenRA
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (Game.world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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if (world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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