CnC_Remastered_Collection/CnCTDRAMapEditor/Model/UnitType.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

138 lines
4.4 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 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;
}
}
}