コード例 #1
0
        private IEnumerable <TileInfo <TileData> > CreateTile(TileInfo <TileData> currentTile)
        {
            var newTile = legacyTileCreator.GetTile(currentTile);

            TilesPositions.Add(currentTile.Position, newTile);                                               //remember Tiles-position association
            outputTiles.Add(newTile);                                                                        //remember created tile

            return(GetNeigbourTiles(currentTile.Position, CurrentMap).Concat(legacyTileCreator.Successors)); //add nextTiles advised by CurrentTile
        }
コード例 #2
0
        public Tile GetTargetTile(ActuatorItemData callingActuator)
        {
            var targetPos = ((RemoteTarget)callingActuator.ActionLocation).Position.Position.ToAbsolutePosition(CurrentMap);

            Tile targetTile = null;

            if (TilesPositions.TryGetValue(targetPos, out targetTile))
            {
                return(targetTile);
            }
            else
            {
                //try find tile in raw data, and than actuator, add it to Tiles Positions
                var virtualTileData = CurrentMap[targetPos.X, targetPos.Y];
                if (virtualTileData.Actuators.Any()) //virtual tile will be proccessed at the and so any checking shouldnt be necessary
                {
                    var newTile = new LogicTile(targetPos.ToGridVector3(CurrentLevel));
                    newTile.Gates    = virtualTileData.Actuators.Where(x => x.ActuatorType == 5).Select(y => InitLogicGates(y, newTile)).ToArray(); //recurse
                    newTile.Counters = virtualTileData.Actuators.Where(x => x.ActuatorType == 6).Select(y => InitCounters(y, newTile)).ToArray();   //recurse

                    TilesPositions.Add(targetPos, targetTile = newTile);                                                                            //subitems will be processed
                }
                else if (virtualTileData.TextTags.Any())
                {
                    var textTag = virtualTileData.TextTags.Single();
                    textTag.HasTargetingActuator = true;
                    targetTile = TilesPositions[textTag.GetParentPosition(targetPos)];

                    if (textTag.Processed)
                    {
                        targetTile.SubItems.Single(x => x is TextTag).AcceptMessages = true;
                    }
                }

                return(targetTile); //TODO (if null)  think out what to do
                //Acutor at the begining references wall near by with tag only ... what to do ?
            }
        }