- FieldLoader can now handle arrays. This might be useful for Prerequisites, Owner fields.
81 lines
2.1 KiB
C#
Executable File
81 lines
2.1 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using IjwFramework.Types;
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using OpenRa.FileFormats;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using System.Drawing;
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namespace OpenRa.Game
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{
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class Actor
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{
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo unitInfo;
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public int2 Location;
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public Player Owner;
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public Actor( string name, int2 location, Player owner )
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{
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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Owner = owner;
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new Type[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name + "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer, int2 mapOffset )
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{
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Location = new int2( tree.Location ) - mapOffset;
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traits.Add( new Traits.Tree( treeRenderer.GetImage( tree.Image ) ) );
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}
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public void Tick( Game game )
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{
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foreach( var tick in traits.WithInterface<Traits.ITick>() )
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tick.Tick( this, game );
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}
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public float2 CenterLocation;
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public float2 SelectedSize { get { return Render().LastOrDefault().First.size; } }
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public IEnumerable<Pair<Sprite, float2>> Render()
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{
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return traits.WithInterface<Traits.IRender>().SelectMany( x => x.Render( this ) );
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}
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public Order Order( Game game, int2 xy )
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{
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return traits.WithInterface<Traits.IOrder>()
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.Select( x => x.Order( this, game, xy ) )
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.Where( x => x != null )
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.FirstOrDefault();
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}
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public RectangleF Bounds
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{
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get
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{
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var size = SelectedSize;
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var loc = CenterLocation - 0.5f * size;
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return new RectangleF(loc.X, loc.Y, size.X, size.Y);
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}
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}
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}
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}
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