Files
OpenRA/OpenRA.Mods.RA/BridgeLayer.cs
2010-06-27 17:50:05 +12:00

135 lines
4.4 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.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class BridgeLayerInfo : ITraitInfo
{
public readonly string[] Bridges = {"bridge1", "bridge2"};
public object Create(ActorInitializer init) { return new BridgeLayer(init.self, this); }
}
class BridgeLayer : ILoadWorldHook, ITerrainTypeModifier
{
readonly BridgeLayerInfo Info;
readonly World world;
Dictionary<ushort, string> BridgeTypes = new Dictionary<ushort, string>();
Bridge[,] Bridges;
public BridgeLayer(Actor self, BridgeLayerInfo Info)
{
this.Info = Info;
this.world = self.World;
}
public void WorldLoaded(World w)
{
Bridges = new Bridge[w.Map.MapSize.X, w.Map.MapSize.Y];
// Build a list of templates that should be overlayed with bridges
foreach(var bridge in Info.Bridges)
{
var bi = Rules.Info[bridge].Traits.Get<BridgeInfo>();
foreach (var template in bi.Templates)
{
BridgeTypes.Add(template, bridge);
Log.Write("debug", "Adding template {0} for bridge {1}", template, bridge);
}
}
// Loop through the map looking for templates to overlay
var tl = w.Map.TopLeft;
var br = w.Map.BottomRight;
for (int i = tl.X; i < br.X; i++)
for (int j = tl.Y; j < br.Y; j++)
if (BridgeTypes.Keys.Contains(w.Map.MapTiles[i, j].type))
ConvertBridgeToActor(w, i, j);
// Link adjacent (long)-bridges so that artwork is updated correctly
foreach (var b in w.Actors.SelectMany(a => a.traits.WithInterface<Bridge>()))
b.LinkNeighbouringBridges(w,this);
}
void ConvertBridgeToActor(World w, int i, int j)
{
Log.Write("debug", "Converting bridge at {0} {1}", i, j);
// This cell already has a bridge overlaying it from a previous iteration
if (Bridges[i,j] != null)
return;
// Correlate the tile "image" aka subtile with its position to find the template origin
var tile = w.Map.MapTiles[i, j].type;
var image = w.Map.MapTiles[i, j].image;
var template = w.TileSet.Templates[tile];
var ni = i - image % template.Size.X;
var nj = j - image / template.Size.X;
// Create a new actor for this bridge and keep track of which subtiles this bridge includes
var bridge = w.CreateActor(BridgeTypes[tile], new int2(ni, nj), w.WorldActor.Owner).traits.Get<Bridge>();
Dictionary<int2, byte> subTiles = new Dictionary<int2, byte>();
// For each subtile in the template
for (byte ind = 0; ind < template.Size.X*template.Size.Y; ind++)
{
// Is this tile actually included in the bridge template?
if (!template.Tiles.Keys.Contains(ind))
continue;
// Where do we expect to find the subtile
var x = ni + ind % template.Size.X;
var y = nj + ind / template.Size.X;
// This isn't the bridge you're looking for
if (!w.Map.IsInMap(x, y) || w.Map.MapTiles[x, y].image != ind)
continue;
Log.Write("debug", "Adding tile {0} {1} for type {2}", x,y,tile);
subTiles.Add(new int2(x,y),ind);
Bridges[x,y] = bridge;
}
bridge.Create(tile, subTiles);
}
public string GetTerrainType(int2 cell)
{
if (Bridges[ cell.X, cell.Y ] != null)
return Bridges[ cell.X, cell.Y ].GetTerrainType(cell);
return null;
}
// Used to check for neighbouring bridges
public Bridge GetBridge(int2 cell)
{
if (!world.Map.IsInMap(cell.X, cell.Y))
return null;
return Bridges[ cell.X, cell.Y ];
}
}
}