Simplify and increase robustness of Shroud et al. Fixes #3440.

This commit is contained in:
Paul Chote
2013-06-21 19:54:25 +12:00
parent 574ab7281b
commit 7bce2017c3
6 changed files with 138 additions and 207 deletions

View File

@@ -66,8 +66,6 @@ namespace OpenRA
}
}
public Shroud.ActorVisibility Sight;
[Sync] public Player Owner;
Activity currentActivity;
@@ -107,15 +105,6 @@ namespace OpenRA
return TraitsImplementing<IAutoSelectionSize>().Select(x => x.SelectionSize(this)).FirstOrDefault();
});
if (this.HasTrait<RevealsShroud>())
{
Sight = new Shroud.ActorVisibility
{
range = this.Trait<RevealsShroud>().RevealRange,
vis = Shroud.GetVisOrigins(this).ToArray()
};
}
ApplyIRender = (x, wr) => x.Render(this, wr);
ApplyRenderModifier = (m, p, wr) => p.ModifyRender(this, wr, m);
@@ -131,11 +120,6 @@ namespace OpenRA
currentActivity = Traits.Util.RunActivity(this, currentActivity);
}
public void UpdateSight()
{
Sight.vis = Shroud.GetVisOrigins(this).ToArray();
}
public bool IsIdle
{
get { return currentActivity == null; }

View File

@@ -21,8 +21,8 @@ namespace OpenRA.Traits
public class CreatesShroud : ITick, ISync
{
CreatesShroudInfo Info;
[Sync] CPos previousLocation;
Shroud.ActorVisibility v;
[Sync] CPos cachedLocation;
[Sync] bool cachedDisabled;
public CreatesShroud(CreatesShroudInfo info)
{
@@ -31,29 +31,18 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
// TODO: don't tick all the time.
if (self.Owner == null)
return;
var shrouds = self.World.ActorsWithTrait<Shroud>().Select(s => s.Actor.Owner.Shroud);
if (previousLocation != self.Location && v != null)
var disabled = self.TraitsImplementing<IDisable>().Any(d => d.Disabled);
if (cachedLocation != self.Location || cachedDisabled != disabled)
{
previousLocation = self.Location;
cachedLocation = self.Location;
cachedDisabled = disabled;
foreach (var shroud in shrouds)
shroud.UnhideActor(self, v, Info.Range);
var shroud = self.World.Players.Select(p => p.Shroud);
foreach (var s in shroud)
s.UpdateShroudGeneration(self);
}
}
if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
foreach (var shroud in shrouds)
shroud.HideActor(self, Info.Range);
else
foreach (var shroud in shrouds)
shroud.UnhideActor(self, v, Info.Range);
v = new Shroud.ActorVisibility {
vis = Shroud.GetVisOrigins(self).ToArray()
};
}
public int Range { get { return cachedDisabled ? 0 : Info.Range; } }
}
}

View File

@@ -8,6 +8,8 @@
*/
#endregion
using System.Linq;
namespace OpenRA.Traits
{
public class RevealsShroudInfo : ITraitInfo
@@ -19,7 +21,7 @@ namespace OpenRA.Traits
public class RevealsShroud : ITick, ISync
{
RevealsShroudInfo Info;
[Sync] CPos previousLocation;
[Sync] CPos cachedLocation;
public RevealsShroud(RevealsShroudInfo info)
{
@@ -28,26 +30,15 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
// TODO: don't tick all the time.
World w = self.World;
if(self.Owner == null) return;
if (previousLocation != self.Location)
if (cachedLocation != self.Location)
{
previousLocation = self.Location;
var actors = w.ActorsWithTrait<Shroud>();
foreach( var s in actors )
s.Actor.Owner.Shroud.RemoveActor(self);
self.UpdateSight();
foreach( var s in actors )
s.Actor.Owner.Shroud.AddActor(self);
cachedLocation = self.Location;
foreach (var s in self.World.Players.Select(p => p.Shroud))
s.UpdateVisibility(self);
}
}
public int RevealRange { get { return Info.Range; } }
public int Range { get { return Info.Range; } }
}
}

View File

@@ -29,9 +29,14 @@ namespace OpenRA.Traits
Actor self;
Map map;
int[,] visibleCells;
bool[,] exploredCells;
bool[,] foggedCells;
int[,] visibleCount;
int[,] generatedShroudCount;
bool[,] explored;
// Cache of visibility that was added, so no matter what crazy trait code does, it
// can't make us invalid.
Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
Dictionary<Actor, CPos[]> generation = new Dictionary<Actor, CPos[]>();
public Rectangle ExploredBounds { get; private set; }
@@ -43,11 +48,15 @@ namespace OpenRA.Traits
this.self = self;
map = self.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];
self.World.ActorAdded += AddActor;
self.World.ActorRemoved += RemoveActor;
visibleCount = new int[map.MapSize.X, map.MapSize.Y];
generatedShroudCount = new int[map.MapSize.X, map.MapSize.Y];
explored = new bool[map.MapSize.X, map.MapSize.Y];
self.World.ActorAdded += AddVisibility;
self.World.ActorRemoved += RemoveVisibility;
self.World.ActorAdded += AddShroudGeneration;
self.World.ActorRemoved += RemoveShroudGeneration;
if (!info.Shroud)
ExploredBounds = map.Bounds;
@@ -58,16 +67,6 @@ namespace OpenRA.Traits
Hash = Sync.hash_player(self.Owner) + self.World.FrameNumber * 3;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
public class ActorVisibility
{
[Sync] public int range;
[Sync] public CPos[] vis;
}
public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
{
var min = a - new CVec(r, r);
@@ -86,77 +85,89 @@ namespace OpenRA.Traits
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new CPos(i, j) - a).LengthSquared)
if (r*r >= (new CPos(i, j) - a).LengthSquared)
yield return new CPos(i, j);
}
public void AddActor(Actor a)
void AddVisibility(Actor a)
{
if (!a.HasTrait<RevealsShroud>() || !a.Owner.IsAlliedWith(self.Owner))
var rs = a.TraitOrDefault<RevealsShroud>();
if (rs == null || !a.Owner.IsAlliedWith(self.Owner) || rs.Range == 0)
return;
ActorVisibility v = a.Sight;
if (v.range == 0)
return;
var origins = GetVisOrigins(a);
var visible = origins.SelectMany(o => FindVisibleTiles(a.World, o, rs.Range))
.Distinct().ToArray();
foreach (var p in v.vis)
// Update bounding rect
foreach (var o in origins)
{
foreach (var q in FindVisibleTiles(a.World, p, v.range))
{
++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);
var box = new Rectangle(o.X - rs.Range, o.Y - rs.Range, 2*rs.Range + 1, 2*rs.Range + 1);
ExploredBounds = Rectangle.Union(ExploredBounds, box);
}
// Update visibility
foreach (var c in visible)
{
visibleCount[c.X, c.Y]++;
explored[c.X, c.Y] = true;
}
visibility[a] = visible;
Invalidate();
}
public void HideActor(Actor a, int range)
void RemoveVisibility(Actor a)
{
if (a.Owner.IsAlliedWith(self.Owner))
CPos[] visible;
if (!visibility.TryGetValue(a, out visible))
return;
var v = new ActorVisibility
{
vis = GetVisOrigins(a).ToArray()
};
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
foreach (var c in visible)
visibleCount[c.X, c.Y]--;
visibility.Remove(a);
Invalidate();
}
public void UnhideActor(Actor a, ActorVisibility v, int range)
public void UpdateVisibility(Actor a)
{
if (a.Owner.IsAlliedWith(self.Owner) || v == null)
RemoveVisibility(a);
AddVisibility(a);
}
void AddShroudGeneration(Actor a)
{
var cs = a.TraitOrDefault<CreatesShroud>();
if (cs == null || a.Owner.IsAlliedWith(self.Owner) || cs.Range == 0)
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];
var shrouded = GetVisOrigins(a).SelectMany(o => FindVisibleTiles(a.World, o, cs.Range))
.Distinct().ToArray();
foreach (var c in shrouded)
generatedShroudCount[c.X, c.Y]++;
generation[a] = shrouded;
Invalidate();
}
public void MergeShroud(Shroud s)
void RemoveShroudGeneration(Actor a)
{
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.foggedCells[i,j] == true)
foggedCells[i, j] = true;
}
ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
CPos[] shrouded;
if (!generation.TryGetValue(a, out shrouded))
return;
foreach (var c in shrouded)
generatedShroudCount[c.X, c.Y]--;
generation.Remove(a);
Invalidate();
}
public void UpdateShroudGeneration(Actor a)
{
RemoveShroudGeneration(a);
AddShroudGeneration(a);
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
@@ -164,29 +175,11 @@ namespace OpenRA.Traits
if (oldStance == newStance)
return;
// No longer our ally; remove unit vis
if (oldStance == Stance.Ally)
foreach (var a in w.Actors.Where(a => a.Owner == player))
{
var toRemove = w.Actors.Where(a => a.Owner == player).ToList();
foreach (var a in toRemove)
RemoveActor(a);
UpdateVisibility(a);
UpdateShroudGeneration(a);
}
// Is now our ally; add unit vis
if (newStance == Stance.Ally)
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 (foggedCells[i, j])
seen++;
return seen;
}
public static IEnumerable<CPos> GetVisOrigins(Actor a)
@@ -195,64 +188,40 @@ namespace OpenRA.Traits
if (ios != null)
{
var cells = ios.OccupiedCells();
if (cells.Any()) return cells.Select(c => c.First);
if (cells.Any())
return cells.Select(c => c.First);
}
return new[] { a.CenterLocation.ToCPos() };
}
public void RemoveActor(Actor a)
{
ActorVisibility v = a.Sight;
if (!a.Owner.IsAlliedWith(self.Owner))
{
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;
}
if (!a.HasTrait<RevealsShroud>())
return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
Invalidate();
}
public void UpdateActor(Actor a)
{
if (!a.Owner.IsAlliedWith(self.Owner))
return;
RemoveActor(a);
AddActor(a);
}
public void Explore(World world, CPos center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range)) {
exploredCells[q.X, q.Y] = true;
foggedCells[q.X, q.Y] = true;
}
foreach (var q in FindVisibleTiles(world, center, range))
explored[q.X, q.Y] = true;
var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
var box = new Rectangle(center.X - range, center.Y - range, 2*range + 1, 2*range + 1);
ExploredBounds = Rectangle.Union(ExploredBounds, box);
Invalidate();
}
public void Explore(Shroud s)
{
for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
if (s.explored[i,j] == true)
explored[i, j] = true;
ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
}
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++) {
exploredCells[i, j] = true;
foggedCells[i, j] = true;
}
}
for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
explored[i, j] = true;
ExploredBounds = world.Map.Bounds;
Invalidate();
@@ -260,13 +229,9 @@ namespace OpenRA.Traits
public void ResetExploration()
{
for (var j = 0; j <= exploredCells.GetUpperBound(1); j++)
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;
for (var i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (var j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
explored[i, j] = visibleCount[i, j] > 0;
Invalidate();
}
@@ -280,7 +245,7 @@ namespace OpenRA.Traits
if (!Info.Shroud)
return true;
return foggedCells[x,y];
return explored[x, y] && (generatedShroudCount[x, y] == 0 || visibleCount[x, y] > 0);
}
public bool IsExplored(Actor a)
@@ -299,7 +264,7 @@ namespace OpenRA.Traits
if (!Info.Fog)
return true;
return visibleCells[x,y] != 0;
return visibleCount[x, y] > 0;
}
// Actors are hidden under shroud, but not under fog by default
@@ -311,7 +276,8 @@ namespace OpenRA.Traits
return a.Owner.IsAlliedWith(self.Owner) || IsExplored(a);
}
public bool IsTargetable(Actor a) {
public bool IsTargetable(Actor a)
{
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
return false;

View File

@@ -20,7 +20,8 @@ namespace OpenRA.Mods.RA
{
public void OnInfiltrate(Actor self, Actor infiltrator)
{
infiltrator.Owner.Shroud.MergeShroud(self.Owner.Shroud);
// Steal and reset the owners exploration
infiltrator.Owner.Shroud.Explore(self.Owner.Shroud);
if (!self.Owner.HasFogVisibility())
self.Owner.Shroud.ResetExploration();
}

View File

@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA
var total = (double)world.Map.Bounds.Width * world.Map.Bounds.Height;
MapControl = world.Actors
.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == player && a.HasTrait<RevealsShroud>())
.SelectMany(a => world.FindTilesInCircle(a.Location, a.Trait<RevealsShroud>().RevealRange.Clamp(0, 50)))
.SelectMany(a => world.FindTilesInCircle(a.Location, a.Trait<RevealsShroud>().Range.Clamp(0, 50)))
.Distinct()
.Count() / total;
}