Beispiel #1
0
        /// <summary>Gets a skeleton version of this grid manager.</summary>
        /// <param name="forPlayer">The player that will use it.  His nodes and segments are full instead of skeletons.</param>
        /// <param name="playerNodes">A list of all of the player's nodes.</param>
        /// <param name="playerSegs">A list of all of the player's segments.</param>
        /// <param name="allSegs">A list of all segments.</param>
        /// <param name="allNodes">A list of all nodes.</param>
        /// <returns>A skeleton version of this grid manager.</returns>
        public GridManager getSkeleton(Player forPlayer, out Node[] playerNodes, out Segment[] playerSegs, out NodeSkel[] allNodes, out SegmentSkel[] allSegs)
        {
            playerNodes = new Node[forPlayer.Nodes.Count];
            playerSegs = new Segment[forPlayer.Segments.Count];
            allNodes = new NodeSkel[InWorld.Nodes.Count];
            allSegs = new SegmentSkel[InWorld.Segments.Count];
            int nextPlyrNode = 0;
            int nextPlyrSeg = 0;
            int nextAllNode = 0;
            int nextAllSeg = 0;

            GridManager skeleton = new GridManager(NumCols, NumRows, InWorld, false);
            Dictionary<string, NodeSkel> nodes = new Dictionary<string, NodeSkel>(InWorld.Nodes.Count);
            Dictionary<string, SegmentSkel> segments = new Dictionary<string, SegmentSkel>(InWorld.Segments.Count);
            Dictionary<string, GeoSkel> geos = new Dictionary<string, GeoSkel>(InWorld.Geos.Count);

            // add nodes, segments, and geos to dictionary

            foreach (Node node in InWorld.Nodes)
            {
                if (node.Owner == forPlayer)
                {
                    Node clone = new Node(node);
                    nodes.Add(clone.ID, clone);
                    playerNodes[nextPlyrNode] = clone;
                    nextPlyrNode++;
                    allNodes[nextAllNode] = clone;
                }
                else if (!node.Destroyed)
                {
                    NodeSkel skel = node.getSkeleton();
                    nodes.Add(node.ID, skel);
                    allNodes[nextAllNode] = skel;
                }

                nextAllNode++;
            }

            foreach (Segment seg in InWorld.Segments)
            {
                if (seg.Owner == forPlayer)
                {
                    Segment clone = new Segment(seg);
                    segments.Add(clone.ID, clone);
                    playerSegs[nextPlyrSeg] = clone;
                    nextPlyrSeg++;
                    allSegs[nextAllSeg] = clone;
                    nextAllSeg++;
                }
                else if (!seg.Destroyed)
                {
                    SegmentSkel skel = seg.getSkeleton();
                    segments.Add(seg.ID, skel);
                    allSegs[nextAllSeg] = skel;
                    nextAllSeg++;
                }
            }

            foreach (Geo geo in InWorld.Geos)
            {
                geos.Add(geo.ID, geo.getSkeleton());
            }

            // connect cloned nodes and segments to each other

            foreach (Node node in playerNodes)
            {
                for (int i = 0; i < node.Segments.Length; i++)
                {
                    Segment seg = node.Segments[i];
                    if (seg != null)
                        node.Segments[i] = (Segment)segments[seg.ID];
                }

                for (int i = 0; i < node.Parents.Count; i++)
                {
                    Node n = node.Parents[i];
                    node.Parents[i] = (Node)nodes[n.ID];
                }
            }

            foreach (Segment seg in playerSegs)
            {
                for (int i = 0; i < seg.Nodes.Length; i++)
                {
                    Node node = seg.Nodes[i];

                    if (!node.Destroyed)
                        seg.Nodes[i] = (Node)nodes[node.ID];
                    else
                        seg.Nodes[i] = new Node(node);
                }
            }

            // build grid

            skeleton.SqrSize = this.SqrSize;

            for (int row = 0; row < NumRows; row++)
            {
                for (int col = 0; col < NumRows; col++)
                {
                    GridSqr sqr = Squares[row, col];
                    skeleton.Squares[row, col] = new GridSqr(new List<NodeSkel>(sqr.Nodes.Count), new List<SegmentSkel>(sqr.Segments.Count), new List<GeoSkel>(sqr.Geos.Count), new List<Hotspot>(sqr.Hotspots.Count), false);

                    foreach (NodeSkel node in sqr.Nodes)
                    {
                        if (((Node)node).Active && !((Node)node).Destroyed)
                            skeleton.Squares[row, col].Nodes.Add(nodes[node.ID]);
                    }

                    foreach (SegmentSkel seg in sqr.Segments)
                    {
                        if (!((Segment)seg).Destroyed)
                            skeleton.Squares[row, col].Segments.Add(segments[seg.ID]);
                    }

                    foreach (GeoSkel geo in sqr.Geos)
                    {
                        skeleton.Squares[row, col].Geos.Add(geos[geo.ID]);
                    }
                }
            }

            return skeleton;
        }
Beispiel #2
0
 /// <summary>Resets all values to their defaults.</summary>
 public void clear()
 {
     Grid = null;
 }