#region Copyright & License Information /* * Copyright 2007-2015 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> bridgeTypes = new Dictionary>(); CellLayer bridges; public BridgeLayer(Actor self, BridgeLayerInfo info) { this.info = info; this.world = self.World; } public void WorldLoaded(World w, WorldRenderer wr) { bridges = new CellLayer(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(); 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())) 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, true), }).Trait(); var subTiles = new Dictionary(); // 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]; } } }