#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see .
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Collections;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Support;
using OpenRA.Traits;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA
{
public class World
{
Set actors = new Set();
List effects = new List();
List> frameEndActions = new List>();
public XRandom SharedRandom = new XRandom(0); // synced
public XRandom CosmeticRandom = new XRandom(); // not synced
public readonly Dictionary players = new Dictionary();
public void AddPlayer(Player p) { players[p.Index] = p; }
int localPlayerIndex;
public Player LocalPlayer
{
get { return players[localPlayerIndex]; }
}
public Player NeutralPlayer
{
get { return players[0]; } // todo, perhaps.
}
public void SetLocalPlayer(int index)
{
if (index != localPlayerIndex)
{
localPlayerIndex = index;
Game.viewport.GoToStartLocation(LocalPlayer);
//Game.chat.AddLine(LocalPlayer, "is now YOU");
}
if (!string.IsNullOrEmpty(Game.Settings.PlayerName) && LocalPlayer.PlayerName != Game.Settings.PlayerName)
Game.IssueOrder(Order.Chat("/name " + Game.Settings.PlayerName));
}
public readonly Actor WorldActor;
public readonly PathFinder PathFinder;
public readonly Map Map;
public readonly TileSet TileSet;
// for tricky things like bridges.
public readonly ICustomTerrain[,] customTerrain;
public readonly WorldRenderer WorldRenderer;
internal readonly Minimap Minimap;
public World()
{
Timer.Time( "----World.ctor" );
Map = new Map( Game.LobbyInfo.GlobalSettings.Map );
customTerrain = new ICustomTerrain[Map.MapSize, Map.MapSize];
Timer.Time( "new Map: {0}" );
var theaterInfo = Rules.Info["world"].Traits.WithInterface().FirstOrDefault(t => t.Theater == Map.Theater);
TileSet = new TileSet(theaterInfo.Tileset, theaterInfo.Templates, theaterInfo.Suffix);
SpriteSheetBuilder.Initialize( Map );
Timer.Time( "Tileset: {0}" );
WorldRenderer = new WorldRenderer(this, Game.renderer);
Timer.Time("renderer: {0}");
WorldActor = CreateActor("World", new int2(int.MaxValue, int.MaxValue), null);
Timer.Time( "worldActor, players: {0}" );
foreach (var wlh in WorldActor.traits.WithInterface())
wlh.WorldLoaded(this);
PathFinder = new PathFinder(this);
Timer.Time( "hooks, pathing: {0}" );
Minimap = new Minimap(this, Game.renderer);
Timer.Time( "minimap: {0}" );
Timer.Time( "----end World.ctor" );
}
public Actor CreateActor( string name, int2 location, Player owner )
{
var a = new Actor( this, name, location, owner );
Add( a );
return a;
}
public void Add(Actor a)
{
a.IsInWorld = true;
actors.Add(a);
ActorAdded(a);
}
public void Remove(Actor a)
{
a.IsInWorld = false;
actors.Remove(a);
ActorRemoved(a);
}
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void AddFrameEndTask( Action a ) { frameEndActions.Add( a ); }
public event Action ActorAdded = _ => { };
public event Action ActorRemoved = _ => { };
public void Tick()
{
foreach (var a in actors) a.Tick();
Queries.WithTraitMultiple().Do( x => x.Trait.Tick( x.Actor ) );
foreach (var e in effects) e.Tick( this );
Game.viewport.Tick();
var acts = frameEndActions;
frameEndActions = new List>();
foreach (var a in acts) a(this);
Minimap.Update();
foreach (var player in players.Values)
player.Tick();
}
public IEnumerable Actors { get { return actors; } }
public IEnumerable Effects { get { return effects; } }
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
public int SyncHash()
{
using (new PerfSample("synchash"))
{
int ret = 0;
foreach (var a in Actors)
ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
return ret;
}
}
public class AllQueries
{
readonly World world;
public readonly Dictionary OwnedBy = new Dictionary();
readonly TypeDictionary hasTrait = new TypeDictionary();
public AllQueries( World world )
{
this.world = world;
foreach( var p in world.players.Values )
{
var player = p;
OwnedBy.Add( player, new OwnedByCachedView( world, world.actors, x => x.Owner == player ) );
}
}
public CachedView> WithTrait()
{
return WithTraitInner( world.actors, hasTrait );
}
static CachedView> WithTraitInner( Set set, TypeDictionary hasTrait )
{
var ret = hasTrait.GetOrDefault>>();
if( ret != null )
return ret;
ret = new CachedView>(
set,
x => x.traits.Contains(),
x => new TraitPair { Actor = x, Trait = x.traits.Get() } );
hasTrait.Add( ret );
return ret;
}
public CachedView> WithTraitMultiple()
{
var ret = hasTrait.GetOrDefault>>();
if( ret != null )
return ret;
ret = new CachedView>(
world.actors,
x => x.traits.Contains(),
x => x.traits.WithInterface().Select( t => new TraitPair { Actor = x, Trait = t } ) );
hasTrait.Add( ret );
return ret;
}
public struct TraitPair
{
public Actor Actor;
public T Trait;
}
public class OwnedByCachedView : CachedView
{
readonly TypeDictionary hasTrait = new TypeDictionary();
public OwnedByCachedView( World world, Set set, Func include )
: base( set, include, a => a )
{
}
public CachedView> WithTrait()
{
return WithTraitInner( this, hasTrait );
}
}
}
public AllQueries Queries;
}
}