Files
OpenRA/OpenRA.Game/GameRules/Rules.cs
2010-04-02 16:45:01 +13:00

81 lines
2.9 KiB
C#
Executable File

#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 <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
namespace OpenRA
{
public static class Rules
{
public static IniFile AllRules;
public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
public static InfoLoader<WarheadInfo> WarheadInfo;
public static InfoLoader<VoiceInfo> VoiceInfo;
public static TechTree TechTree;
public static Dictionary<string, ActorInfo> Info;
public static Dictionary<string, NewWeaponInfo> Weapons;
public static void LoadRules(string map, Manifest m)
{
var legacyRules = m.LegacyRules.Reverse().ToList();
legacyRules.Insert(0, map);
AllRules = new IniFile(legacyRules.Select(a => FileSystem.Open(a)).ToArray());
LoadCategories(
"Weapon",
"Warhead",
"Projectile",
"Voice");
WarheadInfo = new InfoLoader<WarheadInfo>(
Pair.New<string, Func<string, WarheadInfo>>("Warhead", _ => new WarheadInfo()));
VoiceInfo = new InfoLoader<VoiceInfo>(
Pair.New<string, Func<string, VoiceInfo>>("Voice", _ => new VoiceInfo()));
Log.Write("Using rules files: ");
foreach (var y in m.Rules)
Log.Write(" -- {0}", y);
var yamlRules = m.Rules.Select(a => MiniYaml.FromFile(a)).Aggregate(MiniYaml.Merge);
Info = new Dictionary<string, ActorInfo>();
foreach( var kv in yamlRules )
Info.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
var weaponsYaml = m.Weapons.Select(a => MiniYaml.FromFile(a)).Aggregate(MiniYaml.Merge);
Weapons = new Dictionary<string, NewWeaponInfo>();
foreach (var kv in weaponsYaml)
Weapons.Add(kv.Key.ToLowerInvariant(), new NewWeaponInfo(kv.Key.ToLowerInvariant(), kv.Value));
TechTree = new TechTree();
}
static void LoadCategories(params string[] types)
{
foreach (var t in types)
Categories[t] = AllRules.GetSection(t + "Types").Select(x => x.Key.ToLowerInvariant()).ToList();
}
}
}