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