// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code 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. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection using MobiusEditor.Interface; using MobiusEditor.Render; using MobiusEditor.Utility; using System; using System.Drawing; namespace MobiusEditor.Model { public static class UnitTypeIDMask { public const sbyte Aircraft = 1 << 5; public const sbyte Vessel = 1 << 6; } public class UnitType : ICellOverlapper, ICellOccupier, ITechnoType, IBrowsableType { public sbyte ID { get; private set; } public string Name { get; private set; } public string DisplayName { get; private set; } public Rectangle OverlapBounds => new Rectangle(-1, -1, 3, 3); public bool[,] OccupyMask => new bool[1, 1] { { true } }; public string OwnerHouse { get; private set; } public bool HasTurret { get; private set; } public bool IsFixedWing { get; private set; } public bool IsUnit => !IsAircraft && !IsVessel; public bool IsAircraft => (ID & UnitTypeIDMask.Aircraft) != 0; public bool IsVessel => (ID & UnitTypeIDMask.Vessel) != 0; public Size RenderSize { get; set; } public Image Thumbnail { get; set; } public UnitType(sbyte id, string name, string textId, string ownerHouse, bool hasTurret, bool isFixedWing) { ID = id; Name = name; DisplayName = Globals.TheGameTextManager[textId]; OwnerHouse = ownerHouse; HasTurret = hasTurret; IsFixedWing = isFixedWing; } public UnitType(sbyte id, string name, string textId, string ownerHouse, bool hasTurret) : this(id, name, textId, ownerHouse, hasTurret, false) { } public UnitType(sbyte id, string name, string textId) : this(id, name, textId, null, false) { } public UnitType(sbyte id, string name, string textId, string ownerHouse) : this(id, name, textId, ownerHouse, false) { } public UnitType(sbyte id, string name, string textId, bool hasTurret) : this(id, name, textId, null, hasTurret) { } public override bool Equals(object obj) { if (obj is UnitType) { return this == obj; } else if (obj is sbyte) { return ID == (sbyte)obj; } else if (obj is string) { return string.Equals(Name, obj as string, StringComparison.OrdinalIgnoreCase); } return base.Equals(obj); } public override int GetHashCode() { return ID.GetHashCode(); } public override string ToString() { return Name; } public void Init(GameType gameType, TheaterType theater, HouseType house, DirectionType direction) { if (Globals.TheTilesetManager.GetTileData(theater.Tilesets, Name, 0, out Tile tile)) { RenderSize = new Size(tile.Image.Width / Globals.TileScale, tile.Image.Height / Globals.TileScale); } var mockUnit = new Unit() { Type = this, House = house, Strength = 256, Direction = direction }; var unitThumbnail = new Bitmap(Globals.TileWidth * 3, Globals.TileHeight * 3); using (var g = Graphics.FromImage(unitThumbnail)) { MapRenderer.Render(gameType, theater, new Point(1, 1), Globals.TileSize, mockUnit).Item2(g); } Thumbnail = unitThumbnail; } } }