Files
OpenRA/OpenRa.Game/Game.cs

86 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using OpenRa.FileFormats;
using System.Drawing;
using IjwFramework.Delegates;
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 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, Provider<Building, int2, Player>> buildingCreation = new Dictionary<string, Provider<Building, int2, Player>>();
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(renderer, 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( "fact",
delegate( int2 location, Player owner )
{
return new ConstructionYard( location, owner, this );
} );
buildingCreation.Add( "proc",
delegate( int2 location, Player owner )
{
return new Refinery( location, owner, this );
} );
string[] buildings = { "powr", "apwr", "weap", "barr", "atek", "stek", "dome" };
foreach (string s in buildings)
AddBuilding(s);
}
void AddBuilding( string name )
{
buildingCreation.Add( name,
delegate( int2 location, Player owner )
{
return new Building( name, location, owner, this );
} );
}
public void Tick()
{
viewport.DrawRegions(this);
Queue<Packet> stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders!
}
public void Issue(IOrder order)
{
order.Apply( this );
}
}
}