using System.Collections.Generic; using OpenRa.FileFormats; using OpenRa.Game.Graphics; using OpenRa.TechTree; using System.Drawing; using System.Linq; using IrrKlang; using IjwFramework.Collections; using System; using IjwFramework.Types; using OpenRa.Game.Traits; namespace OpenRa.Game { static class Game { public static readonly int CellSize = 24; public static World world; public static Map map; static TreeCache treeCache; public static TerrainRenderer terrain; public static Viewport viewport; public static PathFinder pathFinder; public static Network network; public static WorldRenderer worldRenderer; public static Controller controller; static int localPlayerIndex; public static Dictionary players = new Dictionary(); public static Player LocalPlayer { get { return players[localPlayerIndex]; } } public static BuildingInfluenceMap BuildingInfluence; public static UnitInfluenceMap UnitInfluence; static ISoundEngine soundEngine; public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer) { Rules.LoadRules(mapName); for (int i = 0; i < 8; i++) players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet)); localPlayerIndex = localPlayer; var mapFile = new IniFile(FileSystem.Open(mapName)); map = new Map(mapFile); FileSystem.Mount(new Package(map.Theater + ".mix")); viewport = new Viewport(clientSize, map.Size, renderer); terrain = new TerrainRenderer(renderer, map, viewport); world = new World(); treeCache = new TreeCache(map); foreach (TreeReference treeReference in map.Trees) world.Add(new Actor(treeReference, treeCache, map.Offset)); BuildingInfluence = new BuildingInfluenceMap(8); UnitInfluence = new UnitInfluenceMap(); LoadMapBuildings(mapFile); LoadMapUnits(mapFile); pathFinder = new PathFinder(map, terrain.tileSet, BuildingInfluence); network = new Network(); controller = new Controller(); worldRenderer = new WorldRenderer(renderer); soundEngine = new ISoundEngine(); sounds = new Cache(LoadSound); PlaySound("intro.aud", false); } static void LoadMapBuildings( IniFile mapfile ) { foreach( var s in mapfile.GetSection( "STRUCTURES", true ) ) { //num=owner,type,health,location,facing,trigger,unknown,shouldRepair var parts = s.Value.ToLowerInvariant().Split( ',' ); var loc = int.Parse( parts[ 3 ] ); world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128-map.Offset.Y ), players[ 0 ] ) ); } } static void LoadMapUnits( IniFile mapfile ) { foreach( var s in mapfile.GetSection( "UNITS", true ) ) { //num=owner,type,health,location,facing,action,trigger var parts = s.Value.ToLowerInvariant().Split( ',' ); var loc = int.Parse( parts[ 3 ] ); world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128 - map.Offset.Y ), players[ 0 ] ) ); } } static Cache sounds; static ISoundSource LoadSound(string filename) { var data = AudLoader.LoadSound(FileSystem.Open(filename)); return soundEngine.AddSoundSourceFromPCMData(data, filename, new AudioFormat() { ChannelCount = 1, FrameCount = data.Length / 2, Format = SampleFormat.Signed16Bit, SampleRate = 22050 }); } public static void PlaySound(string name, bool loop) { var sound = sounds[name]; // todo: positioning soundEngine.Play2D(sound, loop, false, false); } public static void Tick() { var stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders! world.Update(); UnitInfluence.Tick(); viewport.DrawRegions(); } public static bool IsCellBuildable(int2 a, UnitMovementType umt) { if (BuildingInfluence.GetBuildingAt(a) != null) return false; if (UnitInfluence.GetUnitAt(a) != null) return false; a += map.Offset; return map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(umt, terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } static IEnumerable FindUnits(float2 a, float2 b) { var min = float2.Min(a, b); var max = float2.Max(a, b); var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y); return world.Actors .Where(x => x.Bounds.IntersectsWith(rect)); } public static IEnumerable FindUnitsInCircle(float2 a, float r) { return FindUnits(a - new float2(r, r), a + new float2(r, r)) .Where(x => (x.CenterLocation - a).LengthSquared < r * r); } public static IEnumerable SelectUnitsInBox(float2 a, float2 b) { return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains()); } public static IEnumerable SelectUnitOrBuilding(float2 a) { var q = FindUnits(a, a); return q.Where(x => x.traits.Contains()).Concat(q).Take(1); } public static int GetDistanceToBase(int2 b, Player p) { var building = BuildingInfluence.GetNearestBuilding(b); if (building == null || building.Owner != p) return int.MaxValue; return BuildingInfluence.GetDistanceToBuilding(b); } public static Random SharedRandom = new Random(); /* for things that require sync */ public static Random CosmeticRandom = new Random(); /* for things that are just fluff */ public static readonly Pair SovietVoices = Pair.New( new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"), new VoicePool("await1", "ready", "report1", "yessir1")); public static void BuildUnit(Player player, string name) { var producer = world.Actors .FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player); if (producer == null) throw new InvalidOperationException("BuildUnit without suitable production structure!"); var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player); var mobile = unit.traits.Get(); mobile.facing = 128; mobile.QueueAction( new Traits.Mobile.MoveTo( unit.Location + new int2( 0, 3 ) ) ); world.AddFrameEndTask(_ => world.Add(unit)); // todo: make the producing building play `build` if (producer.traits.Contains()) producer.traits.Get().EjectUnit(); } } }