using System; using System.IO; using System.Linq; namespace OpenRa { public sealed class Order { public readonly string OrderString; public readonly Actor Subject; public readonly Actor TargetActor; public readonly int2 TargetLocation; public readonly string TargetString; public bool IsImmediate; public Player Player { get { return Subject.Owner; } } public Order(string orderString, Actor subject, Actor targetActor, int2 targetLocation, string targetString) { this.OrderString = orderString; this.Subject = subject; this.TargetActor = targetActor; this.TargetLocation = targetLocation; this.TargetString = targetString; } public Order(string orderString, Actor subject) : this(orderString, subject, null, int2.Zero, null) { } public Order(string orderString, Actor subject, Actor targetActor) : this(orderString, subject, targetActor, int2.Zero, null) { } public Order(string orderString, Actor subject, int2 targetLocation) : this(orderString, subject, null, targetLocation, null) { } public Order(string orderString, Actor subject, string targetString) : this(orderString, subject, null, int2.Zero, targetString) { } public Order(string orderString, Actor subject, Actor targetActor, int2 targetLocation) : this(orderString, subject, targetActor, targetLocation, null) { } public Order(string orderString, Actor subject, Actor targetActor, string targetString) : this(orderString, subject, targetActor, int2.Zero, targetString) { } public Order(string orderString, Actor subject, int2 targetLocation, string targetString) : this(orderString, subject, null, targetLocation, targetString) { } public byte[] Serialize() { if (IsImmediate) /* chat, whatever */ { var ret = new MemoryStream(); var w = new BinaryWriter(ret); w.Write((byte)0xfe); w.Write(Subject == null ? uint.MaxValue : (uint)Player.Index); w.Write(OrderString); w.Write(TargetString); return ret.ToArray(); } switch (OrderString) { // Format: // u8 : orderID. // 0xFF: Full serialized order. // varies: rest of order. default: // TODO: specific serializers for specific orders. { var ret = new MemoryStream(); var w = new BinaryWriter(ret); w.Write( (byte)0xFF ); w.Write(OrderString); w.Write(UIntFromActor(Subject)); w.Write(UIntFromActor(TargetActor)); w.Write(TargetLocation.X); w.Write(TargetLocation.Y); w.Write(TargetString != null); if (TargetString != null) w.Write(TargetString); return ret.ToArray(); } } } static Player LookupPlayer(World world, uint index) { return world.players .Where(x => x.Value.Index == index) .First().Value; } public static Order Deserialize(World world, BinaryReader r) { switch (r.ReadByte()) { case 0xFF: { var order = r.ReadString(); var subjectId = r.ReadUInt32(); var targetActorId = r.ReadUInt32(); var targetLocation = new int2(r.ReadInt32(), 0); targetLocation.Y = r.ReadInt32(); var targetString = null as string; if (r.ReadBoolean()) targetString = r.ReadString(); Actor subject, targetActor; if( !TryGetActorFromUInt( world, subjectId, out subject ) || !TryGetActorFromUInt( world, targetActorId, out targetActor ) ) return null; return new Order( order, subject, targetActor, targetLocation, targetString); } case 0xfe: { var playerID = r.ReadUInt32(); var name = r.ReadString(); var data = r.ReadString(); var player = (playerID == uint.MaxValue) ? null : LookupPlayer( world, playerID ).PlayerActor; return new Order( name, player, data ) { IsImmediate = true }; } default: throw new NotImplementedException(); } } static uint UIntFromActor(Actor a) { if (a == null) return 0xffffffff; return a.ActorID; } static bool TryGetActorFromUInt(World world, uint aID, out Actor ret ) { if( aID == 0xFFFFFFFF ) { ret = null; return true; } else { foreach( var a in world.Actors.Where( x => x.ActorID == aID ) ) { ret = a; return true; } ret = null; return false; } } // Named constructors for Orders. // Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them. public static Order Chat(string text) { return new Order("Chat", null, text) { IsImmediate = true }; } public static Order StartProduction(Player subject, string item) { return new Order("StartProduction", subject.PlayerActor, item ); } public static Order PauseProduction(Player subject, string item, bool pause) { return new Order("PauseProduction", subject.PlayerActor, new int2( pause ? 1 : 0, 0 ), item); } public static Order CancelProduction(Player subject, string item) { return new Order("CancelProduction", subject.PlayerActor, item); } } }