Stylecop BridgeLayer.

This commit is contained in:
Paul Chote
2014-03-09 12:35:49 +13:00
parent bbd1331536
commit e825205542

View File

@@ -19,51 +19,51 @@ namespace OpenRA.Mods.RA
class BridgeLayerInfo : ITraitInfo
{
[ActorReference]
public readonly string[] Bridges = {"bridge1", "bridge2"};
public readonly string[] Bridges = { "bridge1", "bridge2" };
public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
}
class BridgeLayer : IWorldLoaded
{
readonly BridgeLayerInfo Info;
readonly BridgeLayerInfo info;
readonly World world;
Dictionary<ushort, Pair<string, float>> BridgeTypes = new Dictionary<ushort, Pair<string,float>>();
Bridge[,] Bridges;
Dictionary<ushort, Pair<string, float>> bridgeTypes = new Dictionary<ushort, Pair<string, float>>();
Bridge[,] bridges;
public BridgeLayer(Actor self, BridgeLayerInfo Info)
public BridgeLayer(Actor self, BridgeLayerInfo info)
{
this.Info = Info;
this.info = info;
this.world = self.World;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
Bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
// Build a list of templates that should be overlayed with bridges
foreach(var bridge in Info.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));
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++)
if (BridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
if (bridgeTypes.Keys.Contains(w.Map.MapTiles.Value[i, j].Type))
ConvertBridgeToActor(w, i, j);
// 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);
b.LinkNeighbouringBridges(w, this);
}
void ConvertBridgeToActor(World w, int i, int j)
{
// This cell already has a bridge overlaying it from a previous iteration
if (Bridges[i,j] != null)
if (bridges[i, j] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
@@ -74,17 +74,17 @@ namespace OpenRA.Mods.RA
var nj = j - 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
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),
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++)
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
{
// Where do we expect to find the subtile
var x = ni + ind % template.Size.X;
@@ -96,8 +96,9 @@ namespace OpenRA.Mods.RA
continue;
subTiles.Add(new CPos(x, y), ind);
Bridges[x,y] = bridge;
bridges[x, y] = bridge;
}
bridge.Create(tile, subTiles);
}
@@ -107,7 +108,7 @@ namespace OpenRA.Mods.RA
if (!world.Map.IsInMap(cell))
return null;
return Bridges[ cell.X, cell.Y ];
return bridges[cell.X, cell.Y];
}
}
}