local player buildings influence map, incrementally updated.
This commit is contained in:
42
OpenRa.Game/BuildingInfluenceMap.cs
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42
OpenRa.Game/BuildingInfluenceMap.cs
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@@ -0,0 +1,42 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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{
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class BuildingInfluenceMap
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{
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Actor[,] influence = new Actor[128, 128];
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public BuildingInfluenceMap(World world, Player player)
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{
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world.ActorAdded +=
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a => { if (a.traits.Contains<Traits.Building>() && a.Owner == player) AddInfluence(a); };
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world.ActorRemoved +=
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a => { if (a.traits.Contains<Traits.Building>() && a.Owner == player) RemoveInfluence(a); };
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}
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void AddInfluence(Actor a)
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{
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foreach (var t in Footprint.Tiles(a.unitInfo.Name, a.Location))
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if (IsValid(t))
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influence[t.X, t.Y] = a;
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}
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void RemoveInfluence(Actor a)
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{
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foreach (var t in Footprint.Tiles(a.unitInfo.Name, a.Location))
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if (IsValid(t))
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influence[t.X, t.Y] = null;
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}
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bool IsValid(int2 t)
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{
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return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
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}
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public Actor this[int2 cell] { get { return IsValid(cell) ? influence[cell.X, cell.Y] : null; } }
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}
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}
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@@ -23,7 +23,8 @@ namespace OpenRa.Game
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public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
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public Player LocalPlayer { get { return players[localPlayerIndex]; } }
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public Player LocalPlayer { get { return players[localPlayerIndex]; } }
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public BuildingInfluenceMap LocalPlayerBuildings;
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public Game(string mapName, Renderer renderer, int2 clientSize)
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{
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@@ -46,7 +47,9 @@ namespace OpenRa.Game
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pathFinder = new PathFinder(map, terrain.tileSet);
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network = new Network();
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network = new Network();
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LocalPlayerBuildings = new BuildingInfluenceMap(world, LocalPlayer);
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controller = new Controller(this); // CAREFUL THERES AN UGLY HIDDEN DEPENDENCY HERE STILL
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worldRenderer = new WorldRenderer(renderer, this);
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@@ -62,11 +65,13 @@ namespace OpenRa.Game
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public bool IsCellBuildable(int2 a)
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{
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if (LocalPlayerBuildings[a] != null) return false;
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a += map.Offset;
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return map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(UnitMovementType.Wheel,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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TerrainCosts.Cost(UnitMovementType.Wheel,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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public IEnumerable<Actor> FindUnits(float2 a, float2 b)
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@@ -35,5 +35,23 @@ namespace OpenRa.Game.GameRules
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buildingFootprints = buildings
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.ToDictionary(a => a.Name, a => a.Pat);
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}
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public static IEnumerable<int2> Tiles(string name, int2 position)
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{
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var footprint = Rules.Footprint.GetFootprint(name);
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var j = 0;
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foreach (var row in footprint)
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{
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var i = 0;
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foreach (var c in row)
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{
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if (c != '_')
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yield return position + new int2(i, j);
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++i;
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}
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++j;
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}
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}
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}
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}
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@@ -81,6 +81,7 @@
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<Compile Include="Graphics\LineRenderer.cs" />
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<Compile Include="Graphics\OverlayRenderer.cs" />
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<Compile Include="Graphics\WorldRenderer.cs" />
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<Compile Include="BuildingInfluenceMap.cs" />
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<Compile Include="IOrderGenerator.cs" />
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<Compile Include="TechTree\Item.cs" />
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<Compile Include="Network\Packet.cs" />
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@@ -1,6 +1,7 @@
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using System.Drawing;
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using OpenRa.Game.Graphics;
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using System;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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{
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@@ -36,22 +37,8 @@ namespace OpenRa.Game
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if (!hasOverlay)
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return;
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var footprint = Rules.Footprint.GetFootprint(name);
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var j = 0;
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foreach (var row in footprint)
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{
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var i = 0;
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foreach (var c in row)
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{
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if (c != '_')
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spriteRenderer.DrawSprite(
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game.IsCellBuildable(position + new int2(i, j))
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? buildOk : buildBlocked,
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24 * (position + new int2(i, j)), 0);
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++i;
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}
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++j;
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}
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foreach (var t in Footprint.Tiles(name,position))
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spriteRenderer.DrawSprite(game.IsCellBuildable(t) ? buildOk : buildBlocked, 24 * t, 0);
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spriteRenderer.Flush();
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}
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@@ -13,11 +13,14 @@ namespace OpenRa.Game
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int lastTime = Environment.TickCount;
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const int timestep = 40;
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public World(Game game) { this.game = game; }
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public void Add(Actor a) { actors.Add(a); }
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public void Remove( Actor a ) { actors.Remove( a ); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public World(Game game) { this.game = game; }
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public void Add(Actor a) { actors.Add(a); ActorAdded(a); }
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public void Remove(Actor a) { actors.Remove(a); ActorRemoved(a); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public void Update()
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{
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