Shroud creators now only temporarily block explored shroud.

On powerdown or removal from the game, any previously explored terrain will become visible once again.
This commit is contained in:
Kenny
2013-01-23 09:58:23 -08:00
committed by Chris Forbes
parent f5835244c7
commit 4f670d516d
2 changed files with 82 additions and 24 deletions

View File

@@ -21,6 +21,8 @@ namespace OpenRA.Traits
public class CreatesShroud : ITick
{
CreatesShroudInfo Info;
CPos previousLocation;
Shroud.ActorVisibility v;
public CreatesShroud(CreatesShroudInfo info)
{
@@ -29,12 +31,34 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) {
var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.HideActor(self, Info.Range);
}
// todo: don't tick all the time.
if(self.Owner == null) return;
if (previousLocation != self.Location && v != null) {
previousLocation = self.Location;
var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.UnhideActor(self, v, Info.Range);
}
}
if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) {
var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.HideActor(self, Info.Range);
}
}
else {
var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
foreach (var shroud in shrouds) {
shroud.UnhideActor(self, v, Info.Range);
}
}
v = new Shroud.ActorVisibility {
vis = Shroud.GetVisOrigins(self).ToArray()
};
}
}
}

View File

@@ -28,6 +28,7 @@ namespace OpenRA.Traits
public Player Owner;
public int[,] visibleCells;
public bool[,] exploredCells;
public bool[,] foggedCells;
public Rectangle? exploredBounds;
bool disabled = false;
public bool dirty = true;
@@ -41,7 +42,7 @@ namespace OpenRA.Traits
{
get { return world.IsShellmap || (world.LocalPlayer == null && Owner == null);; }
}
public Rectangle? Bounds
{
get { return Disabled ? null : exploredBounds; }
@@ -61,6 +62,7 @@ namespace OpenRA.Traits
map = world.Map;
visibleCells = new int[map.MapSize.X, map.MapSize.Y];
exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
world.ActorAdded += AddActor;
world.ActorRemoved += RemoveActor;
Dirty += () => dirty = true;
@@ -91,7 +93,7 @@ namespace OpenRA.Traits
if (!a.HasTrait<RevealsShroud>()) return;
if (a.Owner == null || Owner == null) return;
if(a.Owner.Stances[Owner] != Stance.Ally) return;
ActorVisibility v = a.Sight;
if (v.range == 0) return; // don't bother for things that can't see
@@ -102,6 +104,7 @@ namespace OpenRA.Traits
{
++visibleCells[q.X, q.Y];
exploredCells[q.X, q.Y] = true;
foggedCells[q.X, q.Y] = true;
}
var box = new Rectangle(p.X - v.range, p.Y - v.range, 2 * v.range + 1, 2 * v.range + 1);
@@ -124,20 +127,34 @@ namespace OpenRA.Traits
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
exploredCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
if (!Disabled)
Dirty();
}
public void UnhideActor(Actor a, ActorVisibility v, int range) {
if (a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
if (!Disabled)
Dirty();
}
public void MergeShroud(Shroud s) {
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
if (s.exploredCells[i,j] == true)
exploredCells[i, j] = true;
if (s.exploredCells[i,j] == true)
exploredCells[i, j] = true;
if (s.foggedCells[i,j] == true)
foggedCells[i, j] = true;
}
exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
}
exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
}
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
@@ -157,14 +174,14 @@ namespace OpenRA.Traits
foreach (var a in w.Actors.Where( a => a.Owner == player ))
AddActor(a);
}
public int Explored()
{
int seen = 0;
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
if(exploredCells[i, j]) seen++;
if(foggedCells[i, j]) seen++;
return seen;
}
@@ -184,10 +201,18 @@ namespace OpenRA.Traits
{
if (!a.HasTrait<RevealsShroud>())return;
if (a.Owner == null || Owner == null) return;
if(a.Owner.Stances[Owner] != Stance.Ally) return;
ActorVisibility v = a.Sight;
if(a.Owner.Stances[Owner] != Stance.Ally) {
if (a.HasTrait<CreatesShroud>()) {
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
}
return;
}
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
@@ -206,8 +231,10 @@ namespace OpenRA.Traits
public void Explore(World world, CPos center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range))
foreach (var q in FindVisibleTiles(world, center, range)) {
exploredCells[q.X, q.Y] = true;
foggedCells[q.X, q.Y] = true;
}
var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
@@ -218,9 +245,12 @@ namespace OpenRA.Traits
public void ExploreAll(World world)
{
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
exploredCells[i, j] = true;
foggedCells[i, j] = true;
}
}
exploredBounds = world.Map.Bounds;
if (!Disabled)
@@ -233,6 +263,10 @@ namespace OpenRA.Traits
for (var i = 0; i <= exploredCells.GetUpperBound(0); i++)
exploredCells[i, j] = visibleCells[i, j] > 0;
for (var j = 0; j <= foggedCells.GetUpperBound(1); j++)
for (var i = 0; i <= foggedCells.GetUpperBound(0); i++)
foggedCells[i, j] = visibleCells[i, j] > 0;
if (!Disabled)
Dirty();
}
@@ -246,7 +280,7 @@ namespace OpenRA.Traits
if (Disabled || Observing)
return true;
return exploredCells[x,y];
return foggedCells[x,y];
}
public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
@@ -271,10 +305,10 @@ namespace OpenRA.Traits
return false;
if(Owner == null) return true;
return Disabled || Observing || a.Owner.Stances[Owner] == Stance.Ally || GetVisOrigins(a).Any(o => IsExplored(o));
}
public bool IsTargetable(Actor a) {
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(this, a)))
return false;