#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using System.Drawing; using System.Linq; using System; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA { class BridgeInfo : ITraitInfo { public readonly bool Long = false; public readonly string Template = null; public readonly string DamagedTemplate = null; public readonly string DestroyedTemplate = null; // For long bridges public readonly string DestroyedPlusNorthTemplate = null; public readonly string DestroyedPlusSouthTemplate = null; public readonly string DestroyedPlusBothTemplate = null; public readonly bool UseAlternateNames = false; public readonly int[] NorthOffset = null; public readonly int[] SouthOffset = null; public object Create(ActorInitializer init) { return new Bridge(init.self); } } class Bridge //: IRender, INotifyDamage { Dictionary Tiles; List> TileSprites = new List>(); List Templates = new List(); Actor self; int state; Bridge northNeighbour, southNeighbour; public Bridge(Actor self) { this.self = self; self.RemoveOnDeath = false; } static string cachedTileset; static Cache, Sprite> sprites; public IEnumerable Render(Actor self) { foreach (var t in TileSprites[state]) yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain"); } public void FinalizeBridges(World world, Bridge[,] bridges) { // go looking for our neighbors, if this is a long bridge. var info = self.Info.Traits.Get(); if (info.NorthOffset != null) northNeighbour = GetNeighbor(world, info.NorthOffset, bridges); if (info.SouthOffset != null) southNeighbour = GetNeighbor(world, info.SouthOffset, bridges); } public Bridge GetNeighbor(World world, int[] offset, Bridge[,] bridges) { if (offset == null) return null; var pos = self.Location + new int2(offset[0], offset[1]); if (!world.Map.IsInMap(pos.X, pos.Y)) return null; return bridges[pos.X, pos.Y]; } public int StateFromTemplate(TileTemplate t) { /* var info = self.Info.Traits.Get(); if (info.UseAlternateNames) { if (t.Name.EndsWith("d")) return 2; if (t.Name.EndsWith("h")) return 1; return 0; } else return t.Name[t.Name.Length - 1] - 'a'; */ return 0; } public string NameFromState(TileTemplate t, int state) { /*var info = self.Info.Traits.Get(); if (info.UseAlternateNames) return t.Bridge + new[] { "", "h", "d" }[state]; else return t.Bridge + (char)(state + 'a');*/ return ""; } public void SetTiles(World world, TileTemplate template, Dictionary replacedTiles) { /* Tiles = replacedTiles; state = StateFromTemplate(template); if (cachedTileset != world.Map.Tileset) { cachedTileset = world.Map.Tileset; sprites = new Cache, Sprite>( x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x), new Size(Game.CellSize, Game.CellSize))); } var numStates = self.Info.Traits.Get().Long ? 6 : 3; for (var n = 0; n < numStates; n++) { var stateTemplate = world.TileSet.Walkability.GetTileTemplate(NameFromState(template, n)); Templates.Add( stateTemplate ); TileSprites.Add(replacedTiles.ToDictionary( a => a.Key, a => sprites[new TileReference((ushort)stateTemplate.Index, (byte)a.Value)])); } self.Health = (int)(self.GetMaxHP() * template.HP); */ } public string GetTerrainType(int2 cell) { return ""; // Ugly hack until terraintypes are converted from enums //return Enum.GetName( typeof(TerrainType), Templates[state].TerrainType[Tiles[cell]]); } static bool IsIntact(Bridge b) { return b != null && b.self.IsInWorld && b.self.Health > 0; } static bool IsLong(Bridge b) { return b != null && b.self.IsInWorld && b.self.Info.Traits.Get().Long; } void UpdateState() { var ds = self.GetDamageState(); if (!self.Info.Traits.Get().Long) { state = (int)ds; return; } bool waterToSouth = !IsIntact(southNeighbour) && (!IsLong(southNeighbour) || !IsIntact(this)); bool waterToNorth = !IsIntact(northNeighbour) && (!IsLong(northNeighbour) || !IsIntact(this)); if (waterToSouth && waterToNorth) { state = 5; return; } if (waterToNorth) { state = 4; return; } if (waterToSouth) { state = 3; return; } state = (int)ds; } public void Damaged(Actor self, AttackInfo e) { if (e.DamageStateChanged) { UpdateState(); if (northNeighbour != null) northNeighbour.UpdateState(); if (southNeighbour != null) southNeighbour.UpdateState(); } } } }