Stylecop BridgeLayer.
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@@ -19,51 +19,51 @@ namespace OpenRA.Mods.RA
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class BridgeLayerInfo : ITraitInfo
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{
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[ActorReference]
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public readonly string[] Bridges = {"bridge1", "bridge2"};
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public readonly string[] Bridges = { "bridge1", "bridge2" };
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public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
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}
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class BridgeLayer : IWorldLoaded
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{
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readonly BridgeLayerInfo Info;
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readonly BridgeLayerInfo info;
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readonly World world;
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Dictionary<ushort, Pair<string, float>> BridgeTypes = new Dictionary<ushort, Pair<string,float>>();
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Bridge[,] Bridges;
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Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
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Bridge[,] bridges;
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public BridgeLayer(Actor self, BridgeLayerInfo Info)
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public BridgeLayer(Actor self, BridgeLayerInfo info)
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{
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this.Info = Info;
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this.info = info;
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this.world = self.World;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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Bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
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// Build a list of templates that should be overlayed with bridges
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foreach(var bridge in Info.Bridges)
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foreach (var bridge in info.Bridges)
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{
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var bi = w.Map.Rules.Actors[bridge].Traits.Get<BridgeInfo>();
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foreach (var template in bi.Templates)
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BridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
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bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
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}
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// Loop through the map looking for templates to overlay
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for (var i = w.Map.Bounds.Left; i < w.Map.Bounds.Right; i++)
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for (var j = w.Map.Bounds.Top; j < w.Map.Bounds.Bottom; j++)
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if (BridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
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if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
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ConvertBridgeToActor(w, i, j);
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// Link adjacent (long)-bridges so that artwork is updated correctly
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foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
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b.LinkNeighbouringBridges(w,this);
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b.LinkNeighbouringBridges(w, this);
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}
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void ConvertBridgeToActor(World w, int i, int j)
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{
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// This cell already has a bridge overlaying it from a previous iteration
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if (Bridges[i,j] != null)
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if (bridges[i, j] != null)
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return;
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// Correlate the tile "image" aka subtile with its position to find the template origin
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@@ -74,17 +74,17 @@ namespace OpenRA.Mods.RA
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var nj = j - index / template.Size.X;
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// Create a new actor for this bridge and keep track of which subtiles this bridge includes
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var bridge = w.CreateActor(BridgeTypes[tile].First, new TypeDictionary
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var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
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{
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new LocationInit(new CPos(ni, nj)),
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new OwnerInit(w.WorldActor.Owner),
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new HealthInit(BridgeTypes[tile].Second),
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new HealthInit(bridgeTypes[tile].Second),
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}).Trait<Bridge>();
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var subTiles = new Dictionary<CPos, byte>();
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// For each subtile in the template
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for (byte ind = 0; ind < template.Size.X*template.Size.Y; ind++)
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for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
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{
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// Where do we expect to find the subtile
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var x = ni + ind % template.Size.X;
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@@ -96,8 +96,9 @@ namespace OpenRA.Mods.RA
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continue;
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subTiles.Add(new CPos(x, y), ind);
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Bridges[x,y] = bridge;
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bridges[x, y] = bridge;
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}
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bridge.Create(tile, subTiles);
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}
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@@ -107,7 +108,7 @@ namespace OpenRA.Mods.RA
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if (!world.Map.IsInMap(cell))
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return null;
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return Bridges[ cell.X, cell.Y ];
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return bridges[cell.X, cell.Y];
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}
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}
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}
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