84 lines
2.4 KiB
C#
84 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenRa.FileFormats;
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using BluntDirectX.Direct3D;
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using System.Drawing;
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namespace OpenRa.Game
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{
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class Game
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{
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public readonly World world;
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public readonly Map map;
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public readonly TreeCache treeCache;
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public readonly TerrainRenderer terrain;
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public readonly Viewport viewport;
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public readonly PathFinder pathFinder;
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public readonly Network network;
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public readonly TechTree.TechTree techTree = new TechTree.TechTree();
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public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
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// temporary, until we remove all the subclasses of Building
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public Dictionary<string, Provider<Building, int2, Player>> buildingCreation = new Dictionary<string, Provider<Building, int2, Player>>();
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public Game(string mapName, Renderer renderer, int2 clientSize)
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{
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for( int i = 0 ; i < 8 ; i++ )
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players.Add( i, new Player( i, string.Format( "Multi{0}", i ) ) );
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map = new Map(new IniFile(FileSystem.Open(mapName)));
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FileSystem.Mount(new Package("../../../" + map.Theater + ".mix"));
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viewport = new Viewport(clientSize, map.Size, renderer);
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terrain = new TerrainRenderer(renderer, map, viewport);
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world = new World(renderer, this);
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treeCache = new TreeCache(renderer.Device, map);
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foreach (TreeReference treeReference in map.Trees)
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world.Add(new Tree(treeReference, treeCache, map));
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pathFinder = new PathFinder(map, terrain.tileSet);
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network = new Network();
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buildingCreation.Add( "fact",
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delegate( int2 location, Player owner )
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{
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return new ConstructionYard( location, owner );
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} );
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buildingCreation.Add( "proc",
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delegate( int2 location, Player owner )
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{
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return new Refinery( location, owner );
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} );
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string[] buildings = { "powr", "apwr", "weap", "barr", "atek", "stek", "dome" };
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foreach (string s in buildings)
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AddBuilding(s);
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}
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void AddBuilding( string name )
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{
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buildingCreation.Add( name,
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delegate( int2 location, Player owner )
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{
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return new Building( name, location, owner );
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} );
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}
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public void Tick()
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{
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viewport.DrawRegions(this);
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Queue<Packet> stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders!
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}
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public void Issue(IOrder order)
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{
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order.Apply( this );
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}
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}
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}
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