CnC_Remastered_Collection/CnCTDRAMapEditor/Model/Infantry.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

128 lines
4.9 KiB
C#

//
// 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 System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Linq;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace MobiusEditor.Model
{
public enum InfantryStoppingType
{
Center = 0,
UpperLeft = 1,
UpperRight = 2,
LowerLeft = 3,
LowerRight = 4
}
public class Infantry : INotifyPropertyChanged, ICloneable
{
public event PropertyChangedEventHandler PropertyChanged;
public InfantryGroup InfantryGroup { get; set; }
private InfantryType type;
public InfantryType Type { get => type; set => SetField(ref type, value); }
private HouseType house;
public HouseType House { get => house; set => SetField(ref house, value); }
private int strength;
public int Strength { get => strength; set => SetField(ref strength, value); }
private DirectionType direction;
public DirectionType Direction { get => direction; set => SetField(ref direction, value); }
private string mission;
public string Mission { get => mission; set => SetField(ref mission, value); }
private string trigger = Model.Trigger.None;
public string Trigger { get => trigger; set => SetField(ref trigger, value); }
public Color Tint { get; set; } = Color.White;
public Infantry(InfantryGroup infantryGroup)
{
InfantryGroup = infantryGroup;
}
public Infantry Clone()
{
return new Infantry(InfantryGroup)
{
Type = Type,
House = House,
Strength = Strength,
Direction = Direction,
Trigger = Trigger,
Mission = Mission,
};
}
protected bool SetField<T>(ref T field, T value, [CallerMemberName] string propertyName = null)
{
if (EqualityComparer<T>.Default.Equals(field, value))
{
return false;
}
field = value;
OnPropertyChanged(propertyName);
return true;
}
protected void OnPropertyChanged(string propertyName) => PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
object ICloneable.Clone()
{
return Clone();
}
}
public class InfantryGroup : ICellOverlapper, ICellOccupier
{
private static readonly Point[] stoppingLocations = new Point[Globals.NumInfantryStops];
public Rectangle OverlapBounds => new Rectangle(-1, -1, 3, 3);
public bool[,] OccupyMask => new bool[1, 1] { { true } };
public readonly Infantry[] Infantry = new Infantry[Globals.NumInfantryStops];
static InfantryGroup()
{
stoppingLocations[(int)InfantryStoppingType.Center] = new Point(Globals.PixelWidth / 2, Globals.PixelHeight / 2);
stoppingLocations[(int)InfantryStoppingType.UpperLeft] = new Point(Globals.PixelWidth / 4, Globals.PixelHeight / 4);
stoppingLocations[(int)InfantryStoppingType.UpperRight] = new Point(3 * Globals.PixelWidth / 4, Globals.PixelHeight / 4);
stoppingLocations[(int)InfantryStoppingType.LowerLeft] = new Point(Globals.PixelWidth / 4, 3 * Globals.PixelHeight / 4);
stoppingLocations[(int)InfantryStoppingType.LowerRight] = new Point(3 * Globals.PixelWidth / 4, 3 * Globals.PixelHeight / 4);
}
public static IEnumerable<InfantryStoppingType> ClosestStoppingTypes(Point subPixel)
{
var stoppingDistances = new (InfantryStoppingType type, float dist)[stoppingLocations.Length];
for (int i = 0; i < stoppingDistances.Length; ++i)
{
stoppingDistances[i] = ((InfantryStoppingType)i, new Vector2(subPixel.X - stoppingLocations[i].X, subPixel.Y - stoppingLocations[i].Y).LengthSquared());
}
return stoppingDistances.OrderBy(sd => sd.dist).Select(sd => sd.type);
}
}
}