using System; using System.Collections.Generic; using System.Text; using OpenRa.FileFormats; using System.Drawing; namespace OpenRa.Game { class Game { public readonly World world; public readonly Map map; public readonly TreeCache treeCache; public readonly TerrainRenderer terrain; public readonly Viewport viewport; public readonly PathFinder pathFinder; public readonly Network network; public int localPlayerIndex = 1; public readonly Dictionary players = new Dictionary(); // temporary, until we remove all the subclasses of Building public Dictionary> buildingCreation = new Dictionary>(); public Game(string mapName, Renderer renderer, int2 clientSize) { for (int i = 0; i < 8; i++) players.Add(i, new Player(i, string.Format("Multi{0}", i), OpenRa.TechTree.Race.Soviet)); map = new Map(new IniFile(FileSystem.Open(mapName))); FileSystem.Mount(new Package(map.Theater + ".mix")); viewport = new Viewport(clientSize, map.Size, renderer); terrain = new TerrainRenderer(renderer, map, viewport); world = new World(renderer, this); treeCache = new TreeCache(map); foreach (TreeReference treeReference in map.Trees) world.Add(new Tree(treeReference, treeCache, map, this)); pathFinder = new PathFinder(map, terrain.tileSet); network = new Network(); buildingCreation.Add("fact", (location, owner) => new ConstructionYard(location, owner, this)); buildingCreation.Add("proc", (location, owner) => new Refinery(location, owner, this)); string[] buildings = { "powr", "apwr", "weap", "barr", "atek", "stek", "dome" }; foreach (string s in buildings) AddBuilding(s); } void AddBuilding(string name) { buildingCreation.Add(name, (location, owner) => new Building(name, location, owner, this)); } public void Tick() { viewport.DrawRegions(this); Queue stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders! } public void Issue(IOrder order) { order.Apply(this); } } }