using System; using System.Collections.Generic; using System.Text; using OpenRa.FileFormats; using BluntDirectX.Direct3D; 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(renderer.Device, 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", delegate( int2 location, Player owner ) { return new ConstructionYard( location, owner, this ); } ); buildingCreation.Add( "proc", delegate( int2 location, Player owner ) { return 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, delegate( int2 location, Player owner ) { return 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 ); } } }