Files
OpenRA/OpenRa.Game/GameRules/Rules.cs

89 lines
3.2 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.FileFormats;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
namespace OpenRa.Game
{
static class Rules
{
public static IniFile AllRules;
public static Dictionary<string, List<string>> Categories = new Dictionary<string, List<string>>();
public static Dictionary<string, string> UnitCategory;
public static InfoLoader<UnitInfo> UnitInfo;
public static InfoLoader<WeaponInfo> WeaponInfo;
public static InfoLoader<WarheadInfo> WarheadInfo;
public static InfoLoader<ProjectileInfo> ProjectileInfo;
public static GeneralInfo General;
public static TechTree TechTree;
public static Map Map;
public static TileSet TileSet;
public static void LoadRules(string mapFileName, bool useAftermath)
{
if( useAftermath )
AllRules = new IniFile(
FileSystem.Open( "session.ini" ),
FileSystem.Open( mapFileName ),
FileSystem.Open( "aftrmath.ini" ),
FileSystem.Open( "rules.ini" ),
FileSystem.Open( "aftermathUnits.ini" ),
FileSystem.Open( "units.ini" ),
FileSystem.Open( "campaignUnits.ini" ) );
else
AllRules = new IniFile(
FileSystem.Open("session.ini"),
FileSystem.Open(mapFileName),
FileSystem.Open("rules.ini"),
FileSystem.Open("units.ini"),
FileSystem.Open("campaignUnits.ini"));
General = new GeneralInfo();
FieldLoader.Load(General, AllRules.GetSection("General"));
LoadCategories(
"Building",
"Defense",
"Infantry",
"Vehicle",
"Ship",
"Plane");
UnitCategory = Categories.SelectMany(x => x.Value.Select(y => new KeyValuePair<string, string>(y, x.Key))).ToDictionary(x => x.Key, x => x.Value);
UnitInfo = new InfoLoader<UnitInfo>(
Pair.New<string, Func<string, UnitInfo>>("Building", s => new UnitInfo.BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Defense", s => new UnitInfo.BuildingInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Infantry", s => new UnitInfo.InfantryInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Vehicle", s => new UnitInfo.VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Ship", s => new UnitInfo.VehicleInfo(s)),
Pair.New<string, Func<string, UnitInfo>>("Plane", s => new UnitInfo.VehicleInfo(s)));
LoadCategories(
"Weapon",
"Warhead",
"Projectile");
WeaponInfo = new InfoLoader<WeaponInfo>(
Pair.New<string, Func<string, WeaponInfo>>("Weapon", _ => new WeaponInfo()));
WarheadInfo = new InfoLoader<WarheadInfo>(
Pair.New<string, Func<string, WarheadInfo>>("Warhead", _ => new WarheadInfo()));
ProjectileInfo = new InfoLoader<ProjectileInfo>(
Pair.New<string, Func<string, ProjectileInfo>>("Projectile", _ => new ProjectileInfo()));
TechTree = new TechTree();
Map = new Map( AllRules );
FileSystem.Mount( new Package( Rules.Map.Theater + ".mix" ) );
TileSet = new TileSet( Map.TileSuffix );
}
static void LoadCategories(params string[] types)
{
foreach (var t in types)
Categories[t] = AllRules.GetSection(t + "Types").Select(x => x.Key.ToLowerInvariant()).ToList();
}
}
}