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WorldControl.pas
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WorldControl.pas
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unit WorldControl;
interface
uses
Math, TypeControl, BonusControl, CarControl, DirectionControl, OilSlickControl, PlayerControl, ProjectileControl, TileTypeControl;
type
TWorld = class
private
FTick: LongInt;
FTickCount: LongInt;
FLastTickIndex: LongInt;
FWidth: LongInt;
FHeight: LongInt;
FPlayers: TPlayerArray;
FCars: TCarArray;
FProjectiles: TProjectileArray;
FBonuses: TBonusArray;
FOilSlicks: TOilSlickArray;
FMapName: String;
FTilesXY: TTileTypeArray2D;
FWaypoints: TLongIntArray2D;
FStartingDirection: TDirection;
public
constructor Create(const tick: LongInt; const tickCount: LongInt; const lastTickIndex: LongInt;
const width: LongInt; const height: LongInt; const players: TPlayerArray; const cars: TCarArray;
const projectiles: TProjectileArray; const bonuses: TBonusArray; const oilSlicks: TOilSlickArray;
const mapName: String; const tilesXY: TTileTypeArray2D; const waypoints: TLongIntArray2D;
const startingDirection: TDirection);
function GetTick: LongInt;
property Tick: LongInt read GetTick;
function GetTickCount: LongInt;
property TickCount: LongInt read GetTickCount;
function GetLastTickIndex: LongInt;
property LastTickIndex: LongInt read GetLastTickIndex;
function GetWidth: LongInt;
property Width: LongInt read GetWidth;
function GetHeight: LongInt;
property Height: LongInt read GetHeight;
function GetPlayers: TPlayerArray;
property Players: TPlayerArray read GetPlayers;
function GetCars: TCarArray;
property Cars: TCarArray read GetCars;
function GetProjectiles: TProjectileArray;
property Projectiles: TProjectileArray read GetProjectiles;
function GetBonuses: TBonusArray;
property Bonuses: TBonusArray read GetBonuses;
function GetOilSlicks: TOilSlickArray;
property OilSlicks: TOilSlickArray read GetOilSlicks;
function GetMapName: String;
property MapName: String read GetMapName;
function GetTilesXY: TTileTypeArray2D;
property TilesXY: TTileTypeArray2D read GetTilesXY;
function GetWaypoints: TLongIntArray2D;
property Waypoints: TLongIntArray2D read GetWaypoints;
function GetStartingDirection: TDirection;
property StartingDirection: TDirection read GetStartingDirection;
function GetMyPlayer: TPlayer;
destructor Destroy; override;
end;
TWorldArray = array of TWorld;
implementation
constructor TWorld.Create(const tick: LongInt; const tickCount: LongInt; const lastTickIndex: LongInt;
const width: LongInt; const height: LongInt; const players: TPlayerArray; const cars: TCarArray;
const projectiles: TProjectileArray; const bonuses: TBonusArray; const oilSlicks: TOilSlickArray;
const mapName: String; const tilesXY: TTileTypeArray2D; const waypoints: TLongIntArray2D;
const startingDirection: TDirection);
var
i: LongInt;
begin
FTick := tick;
FTickCount := tickCount;
FLastTickIndex := lastTickIndex;
FWidth := width;
FHeight := height;
if Assigned(players) then begin
FPlayers := Copy(players, 0, Length(players));
end else begin
FPlayers := nil;
end;
if Assigned(cars) then begin
FCars := Copy(cars, 0, Length(cars));
end else begin
FCars := nil;
end;
if Assigned(projectiles) then begin
FProjectiles := Copy(projectiles, 0, Length(projectiles));
end else begin
FProjectiles := nil;
end;
if Assigned(bonuses) then begin
FBonuses := Copy(bonuses, 0, Length(bonuses));
end else begin
FBonuses := nil;
end;
if Assigned(oilSlicks) then begin
FOilSlicks := Copy(oilSlicks, 0, Length(oilSlicks));
end else begin
FOilSlicks := nil;
end;
FMapName := mapName;
if Assigned(tilesXY) then begin
SetLength(FTilesXY, Length(tilesXY));
for i := High(tilesXY) downto 0 do begin
if Assigned(tilesXY[i]) then begin
FTilesXY[i] := Copy(tilesXY[i], 0, Length(tilesXY[i]));
end else begin
FTilesXY[i] := nil;
end;
end;
end else begin
FTilesXY := nil;
end;
if Assigned(waypoints) then begin
SetLength(FWaypoints, Length(waypoints));
for i := High(waypoints) downto 0 do begin
if Assigned(waypoints[i]) then begin
FWaypoints[i] := Copy(waypoints[i], 0, Length(waypoints[i]));
end else begin
FWaypoints[i] := nil;
end;
end;
end else begin
FWaypoints := nil;
end;
FStartingDirection := startingDirection;
end;
function TWorld.GetTick: LongInt;
begin
result := FTick;
end;
function TWorld.GetTickCount: LongInt;
begin
result := FTickCount;
end;
function TWorld.GetLastTickIndex: LongInt;
begin
result := FLastTickIndex;
end;
function TWorld.GetWidth: LongInt;
begin
result := FWidth;
end;
function TWorld.GetHeight: LongInt;
begin
result := FHeight;
end;
function TWorld.GetPlayers: TPlayerArray;
begin
if Assigned(FPlayers) then begin
result := Copy(FPlayers, 0, Length(FPlayers));
end else begin
result := nil;
end;
end;
function TWorld.GetCars: TCarArray;
begin
if Assigned(FCars) then begin
result := Copy(FCars, 0, Length(FCars));
end else begin
result := nil;
end;
end;
function TWorld.GetProjectiles: TProjectileArray;
begin
if Assigned(FProjectiles) then begin
result := Copy(FProjectiles, 0, Length(FProjectiles));
end else begin
result := nil;
end;
end;
function TWorld.GetBonuses: TBonusArray;
begin
if Assigned(FBonuses) then begin
result := Copy(FBonuses, 0, Length(FBonuses));
end else begin
result := nil;
end;
end;
function TWorld.GetOilSlicks: TOilSlickArray;
begin
if Assigned(FOilSlicks) then begin
result := Copy(FOilSlicks, 0, Length(FOilSlicks));
end else begin
result := nil;
end;
end;
function TWorld.GetMapName: String;
begin
result := FMapName;
end;
function TWorld.GetTilesXY: TTileTypeArray2D;
var
i: LongInt;
begin
if Assigned(FTilesXY) then begin
SetLength(result, Length(FTilesXY));
for i := High(FTilesXY) downto 0 do begin
if Assigned(FTilesXY[i]) then begin
result[i] := Copy(FTilesXY[i], 0, Length(FTilesXY[i]));
end else begin
result[i] := nil;
end;
end;
end else begin
result := nil;
end;
end;
function TWorld.GetWaypoints: TLongIntArray2D;
var
i: LongInt;
begin
if Assigned(FWaypoints) then begin
SetLength(result, Length(FWaypoints));
for i := High(FWaypoints) downto 0 do begin
if Assigned(FWaypoints[i]) then begin
result[i] := Copy(FWaypoints[i], 0, Length(FWaypoints[i]));
end else begin
result[i] := nil;
end;
end;
end else begin
result := nil;
end;
end;
function TWorld.GetStartingDirection: TDirection;
begin
result := FStartingDirection;
end;
function TWorld.GetMyPlayer: TPlayer;
var
playerIndex: LongInt;
begin
for playerIndex := High(FPlayers) downto 0 do begin
if FPlayers[playerIndex].GetMe then begin
result := FPlayers[playerIndex];
exit;
end;
end;
result := nil;
end;
destructor TWorld.Destroy;
var
i: LongInt;
begin
if Assigned(FPlayers) then begin
for i := High(FPlayers) downto 0 do begin
if Assigned(FPlayers[i]) then begin
FPlayers[i].Free;
end;
end;
end;
if Assigned(FCars) then begin
for i := High(FCars) downto 0 do begin
if Assigned(FCars[i]) then begin
FCars[i].Free;
end;
end;
end;
if Assigned(FProjectiles) then begin
for i := High(FProjectiles) downto 0 do begin
if Assigned(FProjectiles[i]) then begin
FProjectiles[i].Free;
end;
end;
end;
if Assigned(FBonuses) then begin
for i := High(FBonuses) downto 0 do begin
if Assigned(FBonuses[i]) then begin
FBonuses[i].Free;
end;
end;
end;
if Assigned(FOilSlicks) then begin
for i := High(FOilSlicks) downto 0 do begin
if Assigned(FOilSlicks[i]) then begin
FOilSlicks[i].Free;
end;
end;
end;
inherited;
end;
end.