Files
OpenRA/OpenRA.Mods.RA/Bridge.cs

182 lines
5.4 KiB
C#

#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.Collections.Generic;
using System.Drawing;
using System.Linq;
using System;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class BridgeInfo : ITraitInfo
{
public readonly bool Long = false;
public readonly bool UseAlternateNames = false;
public readonly int[] NorthOffset = null;
public readonly int[] SouthOffset = null;
public object Create(ActorInitializer init) { return new Bridge(init.self); }
}
class Bridge //: IRender, INotifyDamage
{
Dictionary<int2, int> Tiles;
List<Dictionary<int2, Sprite>> TileSprites = new List<Dictionary<int2,Sprite>>();
List<TileTemplate> Templates = new List<TileTemplate>();
Actor self;
int state;
Bridge northNeighbour, southNeighbour;
public Bridge(Actor self) { this.self = self; self.RemoveOnDeath = false; }
static string cachedTileset;
static Cache<TileReference<ushort,byte>, Sprite> sprites;
public IEnumerable<Renderable> Render(Actor self)
{
foreach (var t in TileSprites[state])
yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain");
}
public void FinalizeBridges(World world, Bridge[,] bridges)
{
// go looking for our neighbors, if this is a long bridge.
var info = self.Info.Traits.Get<BridgeInfo>();
if (info.NorthOffset != null)
northNeighbour = GetNeighbor(world, info.NorthOffset, bridges);
if (info.SouthOffset != null)
southNeighbour = GetNeighbor(world, info.SouthOffset, bridges);
}
public Bridge GetNeighbor(World world, int[] offset, Bridge[,] bridges)
{
if (offset == null) return null;
var pos = self.Location + new int2(offset[0], offset[1]);
if (!world.Map.IsInMap(pos.X, pos.Y)) return null;
return bridges[pos.X, pos.Y];
}
public int StateFromTemplate(TileTemplate t)
{
/*
var info = self.Info.Traits.Get<BridgeInfo>();
if (info.UseAlternateNames)
{
if (t.Name.EndsWith("d")) return 2;
if (t.Name.EndsWith("h")) return 1;
return 0;
}
else
return t.Name[t.Name.Length - 1] - 'a';
*/
return 0;
}
public string NameFromState(TileTemplate t, int state)
{
/*var info = self.Info.Traits.Get<BridgeInfo>();
if (info.UseAlternateNames)
return t.Bridge + new[] { "", "h", "d" }[state];
else
return t.Bridge + (char)(state + 'a');*/
return "";
}
public void SetTiles(World world, TileTemplate template, Dictionary<int2, int> replacedTiles)
{
/*
Tiles = replacedTiles;
state = StateFromTemplate(template);
if (cachedTileset != world.Map.Tileset)
{
cachedTileset = world.Map.Tileset;
sprites = new Cache<TileReference<ushort,byte>, Sprite>(
x => SheetBuilder.SharedInstance.Add(world.TileSet.GetBytes(x),
new Size(Game.CellSize, Game.CellSize)));
}
var numStates = self.Info.Traits.Get<BridgeInfo>().Long ? 6 : 3;
for (var n = 0; n < numStates; n++)
{
var stateTemplate = world.TileSet.Walkability.GetTileTemplate(NameFromState(template, n));
Templates.Add( stateTemplate );
TileSprites.Add(replacedTiles.ToDictionary(
a => a.Key,
a => sprites[new TileReference<ushort,byte>((ushort)stateTemplate.Index, (byte)a.Value)]));
}
self.Health = (int)(self.GetMaxHP() * template.HP);
*/
}
public string GetTerrainType(int2 cell)
{
return "";
// Ugly hack until terraintypes are converted from enums
//return Enum.GetName( typeof(TerrainType), Templates[state].TerrainType[Tiles[cell]]);
}
static bool IsIntact(Bridge b)
{
return b != null && b.self.IsInWorld && b.self.Health > 0;
}
static bool IsLong(Bridge b)
{
return b != null && b.self.IsInWorld && b.self.Info.Traits.Get<BridgeInfo>().Long;
}
void UpdateState()
{
var ds = self.GetDamageState();
if (!self.Info.Traits.Get<BridgeInfo>().Long)
{
state = (int)ds;
return;
}
bool waterToSouth = !IsIntact(southNeighbour) && (!IsLong(southNeighbour) || !IsIntact(this));
bool waterToNorth = !IsIntact(northNeighbour) && (!IsLong(northNeighbour) || !IsIntact(this));
if (waterToSouth && waterToNorth) { state = 5; return; }
if (waterToNorth) { state = 4; return; }
if (waterToSouth) { state = 3; return; }
state = (int)ds;
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.DamageStateChanged)
{
UpdateState();
if (northNeighbour != null) northNeighbour.UpdateState();
if (southNeighbour != null) southNeighbour.UpdateState();
}
}
}
}