Replay stuff.
FYI: Don't try to replay a game where you built any vehicles. It WILL fail horribly.
This commit is contained in:
@@ -16,12 +16,14 @@ namespace OpenRa.Game
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public readonly TypeDictionary traits = new TypeDictionary();
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public readonly UnitInfo unitInfo;
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public readonly uint ActorID;
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public int2 Location;
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public Player Owner;
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public int Health;
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public Actor( string name, int2 location, Player owner )
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{
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ActorID = Game.world.NextAID();
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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@@ -13,13 +13,16 @@ namespace OpenRa.Game
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{
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public IOrderGenerator orderGenerator;
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List<Order> recentOrders = new List<Order>();
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void ApplyOrders(float2 xy, bool left)
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{
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var doVoice = null as Actor;
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if( orderGenerator != null )
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foreach( var order in orderGenerator.Order( xy.ToInt2(), left ) )
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{
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UnitOrders.ProcessOrder( order );
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recentOrders.Add( order );
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//UnitOrders.ProcessOrder( order );
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if( order.Subject != null && order.Player == Game.LocalPlayer )
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doVoice = order.Subject;
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}
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@@ -27,6 +30,13 @@ namespace OpenRa.Game
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Game.PlaySound( Game.SovietVoices.First.GetNext() + GetVoiceSuffix( doVoice ), false );
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}
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public List<Order> GetRecentOrders()
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{
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var ret = recentOrders;
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recentOrders = new List<Order>();
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return ret;
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}
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static string GetVoiceSuffix( Actor unit )
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{
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var suffixes = new[] { ".r01", ".r03" };
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@@ -27,6 +27,8 @@ namespace OpenRa.Game
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public static WorldRenderer worldRenderer;
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public static Controller controller;
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public static OrderManager orderManager;
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static int localPlayerIndex;
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public static Dictionary<int, Player> players = new Dictionary<int, Player>();
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@@ -75,6 +77,8 @@ namespace OpenRa.Game
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soundEngine = new ISoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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orderManager = new OrderManager( new OrderSource[] { new LocalOrderSource() }, "replay.rep" );
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PlaySound("intro.aud", false);
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}
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@@ -129,6 +133,8 @@ namespace OpenRa.Game
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UnitInfluence.Tick();
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viewport.DrawRegions();
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orderManager.Tick();
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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@@ -74,6 +74,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="OrderManager.cs" />
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<Compile Include="Traits\Activities\DeployMcv.cs" />
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<Compile Include="Actor.cs" />
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<Compile Include="Bullet.cs" />
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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using OpenRa.Game.Traits;
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using System.IO;
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namespace OpenRa.Game
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{
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@@ -25,7 +26,64 @@ namespace OpenRa.Game
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this.TargetString = targetString;
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}
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// TODO: serialize / deserialize
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public byte[] Serialize()
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{
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switch( OrderString )
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{
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// Format:
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// u32 : player, with msb set. (if msb is clear, not an order)
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// u8 : orderID.
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// 0xFF: Full serialized order.
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// varies: rest of order.
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default:
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// TODO: specific serializers for specific orders.
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{
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write( (uint)Player.Palette | 0x80000000u );
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w.Write( (byte)0xFF ); //
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w.Write( OrderString );
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w.Write( Subject == null ? 0xFFFFFFFF : Subject.ActorID );
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w.Write( TargetActor == null ? 0xFFFFFFFF : TargetActor.ActorID );
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w.Write( TargetLocation.X );
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w.Write( TargetLocation.Y );
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w.Write( TargetString != null );
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if( TargetString != null )
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w.Write( TargetString );
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return ret.ToArray();
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}
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}
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}
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public static Order Deserialize( BinaryReader r, uint first )
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{
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if( ( first >> 31 ) == 0 ) return null;
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var player = Game.players.Where( x => x.Value.Palette == (first & 0x7FFFFFFF) ).First().Value;
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switch( r.ReadByte() )
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{
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case 0xFF:
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{
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var order = r.ReadString();
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var subject = ActorFromUInt( r.ReadUInt32() );
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var targetActor = ActorFromUInt( r.ReadUInt32() );
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var targetLocation = new int2( r.ReadInt32(), 0 );
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targetLocation.Y = r.ReadInt32();
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var targetString = null as string;
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if( r.ReadBoolean() )
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targetString = r.ReadString();
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return new Order( player, order, subject, targetActor, targetLocation, targetString );
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}
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default:
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throw new NotImplementedException();
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}
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}
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static Actor ActorFromUInt( uint aID )
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{
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if( aID == 0xFFFFFFFF ) return null;
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return Game.world.Actors.Where( x => x.ActorID == aID ).First();
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}
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public static Order Attack( Actor subject, Actor target )
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{
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@@ -50,5 +50,11 @@ namespace OpenRa.Game
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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}
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}
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