Files
OpenRA/OpenRa.Game/Game.cs

74 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
class Game
{
public readonly World world;
public readonly Map map;
public readonly TreeCache treeCache;
public readonly TerrainRenderer terrain;
public readonly Viewport viewport;
public readonly PathFinder pathFinder;
public readonly Network network;
public readonly WorldRenderer worldRenderer;
public readonly Controller controller;
int localPlayerIndex = 1;
public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
// temporary, until we remove all the subclasses of Building
public Dictionary<string, Func<int2, Player, Building>> buildingCreation = new Dictionary<string, Func<int2, Player, Building>>();
public Player LocalPlayer { get { return players[localPlayerIndex]; } }
public Game(string mapName, Renderer renderer, int2 clientSize)
{
for (int i = 0; i < 8; i++)
players.Add(i, new Player(i, string.Format("Multi{0}", i), OpenRa.TechTree.Race.Soviet));
map = new Map(new IniFile(FileSystem.Open(mapName)));
FileSystem.Mount(new Package(map.Theater + ".mix"));
viewport = new Viewport(clientSize, map.Size, renderer);
terrain = new TerrainRenderer(renderer, map, viewport);
world = new World(this);
treeCache = new TreeCache(map);
foreach (TreeReference treeReference in map.Trees)
world.Add(new Tree(treeReference, treeCache, map, this));
pathFinder = new PathFinder(map, terrain.tileSet);
network = new Network();
buildingCreation.Add("proc", (location, owner) => new Refinery(location, owner, this));
buildingCreation.Add("weap", (location, owner) => new WarFactory(location, owner, this));
string[] buildings = { "fact", "powr", "apwr", "barr", "atek", "stek", "dome" };
foreach (string s in buildings)
{
var t = s;
buildingCreation.Add(t, (location, owner) => new Building(t, location, owner, this));
}
controller = new Controller(this); // CAREFUL THERES AN UGLY HIDDEN DEPENDENCY HERE STILL
worldRenderer = new WorldRenderer(renderer, world);
}
public void Tick()
{
var stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders!
world.Update();
viewport.DrawRegions(this);
}
}
}