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 }
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 ? } }