using System; using System.Collections.Generic; using System.Linq; using OpenRa.FileFormats; using OpenRa.Game.Graphics; 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 readonly WorldRenderer worldRenderer; public readonly Controller controller; int localPlayerIndex = 1; public readonly Dictionary players = new Dictionary(); // temporary, until we remove all the subclasses of Building public Dictionary> buildingCreation = new Dictionary>(); public Player LocalPlayer { get { return players[localPlayerIndex]; } } 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(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(); string[] buildings = { "fact", "powr", "apwr", "weap", "barr", "atek", "stek", "dome" }; buildingCreation = buildings.ToDictionary( s => s, s => (Func)( ( l, o ) => new Building( s, l, o, this ) ) ); buildingCreation.Add( "proc", ( location, owner ) => new Refinery( location, owner, this ) ); controller = new Controller(this); // CAREFUL THERES AN UGLY HIDDEN DEPENDENCY HERE STILL worldRenderer = new WorldRenderer(renderer, world); } public void Tick() { var stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders! world.Update(); viewport.DrawRegions(this); } } }