Files
OpenRA/OpenRa.Game/GameRules/Rules.cs

114 lines
4.3 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using IjwFramework.Types;
using OpenRa.FileFormats;
using OpenRa.Game.GameRules;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
static class Rules
{
public static IniFile AllRules;
public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
public static Dictionary<string, string> UnitCategory;
public static InfoLoader<LegacyUnitInfo> UnitInfo;
public static InfoLoader<WeaponInfo> WeaponInfo;
public static InfoLoader<WarheadInfo> WarheadInfo;
public static InfoLoader<ProjectileInfo> ProjectileInfo;
public static InfoLoader<VoiceInfo> VoiceInfo;
public static InfoLoader<SupportPowerInfo> SupportPowerInfo;
public static GeneralInfo General;
public static AftermathInfo Aftermath;
public static TechTree TechTree;
public static Map Map;
public static TileSet TileSet;
public static Dictionary<string, NewUnitInfo> NewUnitInfo;
public static void LoadRules(string mapFileName, bool useAftermath)
{
if( useAftermath )
AllRules = new IniFile(
FileSystem.Open( "session.ini" ),
FileSystem.Open( mapFileName ),
FileSystem.Open("aftermathUnits.ini"),
FileSystem.Open("units.ini"),
FileSystem.Open( "aftrmath.ini" ),
FileSystem.Open( "rules.ini" ),
FileSystem.Open("campaignUnits.ini"),
FileSystem.Open("trees.ini"));
else
AllRules = new IniFile(
FileSystem.Open("session.ini"),
FileSystem.Open(mapFileName),
FileSystem.Open("units.ini"),
FileSystem.Open("rules.ini"),
FileSystem.Open("campaignUnits.ini"),
FileSystem.Open("trees.ini"));
General = new GeneralInfo();
FieldLoader.Load(General, AllRules.GetSection("General"));
Aftermath = new AftermathInfo();
if (useAftermath)
FieldLoader.Load(Aftermath, AllRules.GetSection("Aftermath"));
LoadCategories(
"Building",
"Defense",
"Infantry",
"Vehicle",
"Ship",
"Plane");
UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value);
UnitInfo = new InfoLoader<LegacyUnitInfo>(
Pair.New<string, Func<string, LegacyUnitInfo>>("Building", s => new LegacyBuildingInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Defense", s => new LegacyBuildingInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Infantry", s => new InfantryInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Vehicle", s => new VehicleInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Ship", s => new VehicleInfo(s)),
Pair.New<string, Func<string, LegacyUnitInfo>>("Plane", s => new VehicleInfo(s)));
LoadCategories(
"Weapon",
"Warhead",
"Projectile",
"Voice",
"SupportPower");
WeaponInfo = new InfoLoader<WeaponInfo>(
Pair.New<string, Func<string, WeaponInfo>>("Weapon", _ => new WeaponInfo()));
WarheadInfo = new InfoLoader<WarheadInfo>(
Pair.New<string, Func<string, WarheadInfo>>("Warhead", _ => new WarheadInfo()));
ProjectileInfo = new InfoLoader<ProjectileInfo>(
Pair.New<string, Func<string, ProjectileInfo>>("Projectile", _ => new ProjectileInfo()));
VoiceInfo = new InfoLoader<VoiceInfo>(
Pair.New<string, Func<string, VoiceInfo>>("Voice", _ => new VoiceInfo()));
SupportPowerInfo = new InfoLoader<SupportPowerInfo>(
Pair.New<string, Func<string, SupportPowerInfo>>("SupportPower", _ => new SupportPowerInfo()));
var yamlRules = MiniYaml.Merge( MiniYaml.FromFile( "ra.yaml" ), MiniYaml.FromFile( "defaults.yaml" ) );
if( useAftermath )
yamlRules = MiniYaml.Merge( MiniYaml.FromFile( "aftermath.yaml" ), yamlRules );
NewUnitInfo = new Dictionary<string, NewUnitInfo>();
foreach( var kv in yamlRules )
NewUnitInfo.Add(kv.Key.ToLowerInvariant(), new NewUnitInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
TechTree = new TechTree();
Map = new Map( AllRules );
FileSystem.MountTemporary( new Package( Rules.Map.Theater + ".mix" ) );
TileSet = new TileSet( Map.TileSuffix );
}
static void LoadCategories(params string[] types)
{
foreach (var t in types)
Categories[t] = AllRules.GetSection(t + "Types").Select(x => x.Key.ToLowerInvariant()).ToList();
}
}
}