Files
OpenRA/OpenRA.Mods.Common/Traits/World/BridgeLayer.cs

111 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
class BridgeLayerInfo : ITraitInfo
{
[ActorReference]
public readonly string[] Bridges = { "bridge1", "bridge2" };
public object Create(ActorInitializer init) { return new BridgeLayer(init.Self, this); }
}
class BridgeLayer : IWorldLoaded
{
readonly BridgeLayerInfo info;
readonly Dictionary<ushort, Pair<string, int>> bridgeTypes = new Dictionary<ushort, Pair<string, int>>();
CellLayer<Bridge> bridges;
public BridgeLayer(Actor self, BridgeLayerInfo info)
{
this.info = info;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
bridges = new CellLayer<Bridge>(w.Map);
// Build a list of templates that should be overlayed with bridges
foreach (var bridge in info.Bridges)
{
var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();
foreach (var template in bi.Templates)
bridgeTypes.Add(template.First, Pair.New(bridge, template.Second));
}
// Take all templates to overlay from the map
foreach (var cell in w.Map.AllCells.Where(cell => bridgeTypes.ContainsKey(w.Map.MapTiles.Value[cell].Type)))
ConvertBridgeToActor(w, cell);
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.TraitsImplementing<Bridge>()))
b.LinkNeighbouringBridges(w, this);
}
void ConvertBridgeToActor(World w, CPos cell)
{
// This cell already has a bridge overlaying it from a previous iteration
if (bridges[cell] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles.Value[cell].Type;
var index = w.Map.MapTiles.Value[cell].Index;
var template = w.TileSet.Templates[tile];
var ni = cell.X - index % template.Size.X;
var nj = cell.Y - index / template.Size.X;
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
var bridge = w.CreateActor(bridgeTypes[tile].First, new TypeDictionary
{
new LocationInit(new CPos(ni, nj)),
new OwnerInit(w.WorldActor.Owner),
new HealthInit(bridgeTypes[tile].Second, true),
}).Trait<Bridge>();
var subTiles = new Dictionary<CPos, byte>();
var mapTiles = w.Map.MapTiles.Value;
// For each subtile in the template
for (byte ind = 0; ind < template.Size.X * template.Size.Y; ind++)
{
// Where do we expect to find the subtile
var subtile = new CPos(ni + ind % template.Size.X, nj + ind / template.Size.X);
// This isn't the bridge you're looking for
if (!mapTiles.Contains(subtile) || mapTiles[subtile].Type != tile || mapTiles[subtile].Index != ind)
continue;
subTiles.Add(subtile, ind);
bridges[subtile] = bridge;
}
bridge.Create(tile, subTiles);
}
// Used to check for neighbouring bridges
public Bridge GetBridge(CPos cell)
{
if (!bridges.Contains(cell))
return null;
return bridges[cell];
}
}
}