Introducing per-player shrouds.

- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
This commit is contained in:
Kenny
2012-12-13 15:16:56 -08:00
parent 5249a17d48
commit f41fb32d60
48 changed files with 351 additions and 159 deletions

View File

@@ -29,8 +29,12 @@ namespace OpenRA.Traits
public void Tick(Actor self)
{
if (!self.IsDisabled())
self.World.WorldActor.Trait<Shroud>().HideActor(self, 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);
}
}
}
}
}

View File

@@ -77,7 +77,7 @@ namespace OpenRA.Traits
{
DisableShroud ^= true;
if (self.World.LocalPlayer == self.Owner)
self.World.LocalShroud.Disabled = DisableShroud;
self.World.RenderedShroud.Disabled = DisableShroud;
break;
}
case "DevPathDebug":
@@ -88,7 +88,7 @@ namespace OpenRA.Traits
case "DevGiveExploration":
{
if (self.World.LocalPlayer == self.Owner)
self.World.WorldActor.Trait<Shroud>().ExploreAll(self.World);
self.World.LocalPlayer.Shroud.ExploreAll(self.World);
break;
}
case "DevUnlimitedPower":

View File

@@ -29,11 +29,22 @@ 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)
{
previousLocation = self.Location;
self.World.WorldActor.Trait<Shroud>().UpdateActor(self);
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);
}
}

View File

@@ -54,7 +54,7 @@ namespace OpenRA.Traits
void DrawPips(WorldRenderer wr, Actor self, float2 basePosition)
{
if (self.Owner != self.World.LocalPlayer) return;
if (self.Owner != self.World.RenderedPlayer) return;
var pipSources = self.TraitsImplementing<IPips>();
if (pipSources.Count() == 0)
@@ -95,7 +95,7 @@ namespace OpenRA.Traits
void DrawTags(WorldRenderer wr, Actor self, float2 basePosition)
{
if (self.Owner != self.World.LocalPlayer) return;
if (self.Owner != self.World.RenderedPlayer) return;
// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file

View File

@@ -83,7 +83,7 @@ namespace OpenRA.Traits
Color RadarSignatureColor(Actor self);
}
public interface IVisibilityModifier { bool IsVisible(Actor self); }
public interface IVisibilityModifier { bool IsVisible(Shroud s, Actor self); }
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
public interface IHasLocation { PPos PxPosition { get; } }
@@ -226,7 +226,7 @@ namespace OpenRA.Traits
public interface ILintPass { void Run(Action<string> emitError, Action<string> emitWarning); }
public interface IObjectivesPanel { string ObjectivesPanel { get; } }
public static class DisableExts
{
public static bool IsDisabled(this Actor a)

View File

@@ -40,7 +40,7 @@ namespace OpenRA.Traits
for (int x = clip.Left; x < clip.Right; x++)
for (int y = clip.Top; y < clip.Bottom; y++)
{
if (!world.LocalShroud.IsExplored(new CPos(x, y)))
if (!world.RenderedShroud.IsExplored(new CPos(x, y)))
continue;
var c = content[x, y];

View File

@@ -25,16 +25,23 @@ namespace OpenRA.Traits
Map map;
World world;
public Player Owner;
public int[,] visibleCells;
public bool[,] exploredCells;
Rectangle? exploredBounds;
public Rectangle? exploredBounds;
bool disabled = false;
public bool dirty = true;
public bool Disabled
{
get { return disabled || world.LocalPlayer == null; }
get { return disabled; }
set { disabled = value; Dirty(); }
}
public bool Observing
{
get { return world.IsShellmap || (world.LocalPlayer == null && Owner == null);; }
}
public Rectangle? Bounds
{
get { return Disabled ? null : exploredBounds; }
@@ -42,6 +49,12 @@ namespace OpenRA.Traits
public event Action Dirty = () => { };
public void Jank()
{
Dirty();
}
public Shroud(World world)
{
this.world = world;
@@ -50,12 +63,13 @@ namespace OpenRA.Traits
exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
world.ActorAdded += AddActor;
world.ActorRemoved += RemoveActor;
Dirty += () => dirty = true;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
class ActorVisibility { public int range; public CPos[] vis; }
Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
public class ActorVisibility { public int range; public CPos[] vis; }
public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
{
@@ -72,25 +86,13 @@ namespace OpenRA.Traits
yield return new CPos(i, j);
}
void AddActor(Actor a)
public void AddActor(Actor a)
{
if (!a.HasTrait<RevealsShroud>())
return;
if (a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
if (vis.ContainsKey(a))
{
Game.Debug("Warning: Actor {0}:{1} at {2} bad vis".F(a.Info.Name, a.ActorID, a.Location));
RemoveActor(a);
}
var v = new ActorVisibility
{
range = a.Trait<RevealsShroud>().RevealRange,
vis = GetVisOrigins(a).ToArray()
};
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
@@ -106,8 +108,6 @@ namespace OpenRA.Traits
exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
}
vis[a] = v;
if (!Disabled)
Dirty();
}
@@ -129,6 +129,16 @@ namespace OpenRA.Traits
if (!Disabled)
Dirty();
}
public void MergeShroud(Shroud s) {
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;
}
exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
}
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
{
@@ -138,7 +148,7 @@ namespace OpenRA.Traits
// No longer our ally; remove unit vis
if (oldStance == Stance.Ally)
{
var toRemove = vis.Select(a => a.Key).Where(a => a.Owner == player).ToList();
var toRemove = w.Actors.Where(a => a.Owner == player).ToList();
foreach (var a in toRemove)
RemoveActor(a);
}
@@ -147,6 +157,16 @@ 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++;
return seen;
}
public static IEnumerable<CPos> GetVisOrigins(Actor a)
{
@@ -160,17 +180,18 @@ namespace OpenRA.Traits
return new[] { a.CenterLocation.ToCPos() };
}
void RemoveActor(Actor a)
public void RemoveActor(Actor a)
{
ActorVisibility v;
if (!vis.TryGetValue(a, out v)) return;
if (!a.HasTrait<RevealsShroud>())return;
if (a.Owner == null || Owner == null) return;
if(a.Owner.Stances[Owner] != Stance.Ally) return;
ActorVisibility v = a.Sight;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
vis.Remove(a);
if (!Disabled)
Dirty();
}
@@ -222,7 +243,7 @@ namespace OpenRA.Traits
if (!map.IsInMap(x, y))
return false;
if (Disabled)
if (Disabled || Observing)
return true;
return exploredCells[x,y];
@@ -231,7 +252,7 @@ namespace OpenRA.Traits
public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
public bool IsVisible(int x, int y)
{
if (Disabled)
if (Disabled || Observing)
return true;
// Visibility is allowed to extend beyond the map cordon so that
@@ -245,10 +266,20 @@ namespace OpenRA.Traits
// Actors are hidden under shroud, but not under fog by default
public bool IsVisible(Actor a)
{
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a)))
// I need to pass in the current shroud, otherwise we're just checking that true==true
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(this, a)))
return false;
return Disabled || a.Owner == a.World.LocalPlayer || GetVisOrigins(a).Any(o => IsExplored(o));
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;
return GetVisOrigins(a).Any(o => IsVisible(o));
}
}
}