Files
OpenRA/OpenRA.Game/World.cs
2010-04-11 08:52:27 +12:00

260 lines
7.3 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
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<Actor> actors = new Set<Actor>();
List<IEffect> effects = new List<IEffect>();
List<Action<World>> frameEndActions = new List<Action<World>>();
public XRandom SharedRandom = new XRandom(0); // synced
public XRandom CosmeticRandom = new XRandom(); // not synced
public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
public void AddPlayer(Player p) { players[p.Index] = p; }
int localPlayerIndex;
public Player LocalPlayer
{
get { return players.ContainsKey(localPlayerIndex) ? players[localPlayerIndex] : null; }
}
public Player NeutralPlayer { get; private set; }
public void SetLocalPlayer(int index)
{
localPlayerIndex = index;
if (!string.IsNullOrEmpty(Game.Settings.PlayerName)
&& Game.LobbyInfo.Clients[index].Name != 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;
public GlobalDefaultsInfo Defaults { get {return WorldActor.Info.Traits.Get<GlobalDefaultsInfo>();}}
// for tricky things like bridges.
public readonly ICustomTerrain[,] customTerrain;
public readonly WorldRenderer WorldRenderer;
internal readonly Minimap Minimap;
public World(Manifest manifest, Map map)
{
Timer.Time( "----World.ctor" );
Map = map;
customTerrain = new ICustomTerrain[Map.MapSize.X, Map.MapSize.Y];
Timer.Time( "new Map: {0}" );
Rules.LoadRules(manifest,Map);
Timer.Time( "load rules: {0}" );
var theaterInfo = Rules.Info["world"].Traits.WithInterface<TheaterInfo>()
.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);
AddPlayer(NeutralPlayer = new Player(this, null)); // add the neutral player
Timer.Time( "worldActor: {0}" );
foreach (var wlh in WorldActor.traits.WithInterface<ILoadWorldHook>())
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<World> a ) { frameEndActions.Add( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public void Tick()
{
foreach (var a in actors) a.Tick();
Queries.WithTraitMultiple<ITick>().Do( x => x.Trait.Tick( x.Actor ) );
foreach (var e in effects) e.Tick( this );
Game.viewport.Tick();
var acts = frameEndActions;
frameEndActions = new List<Action<World>>();
foreach (var a in acts) a(this);
// TODO: This doesn't even belong here -> move into a widget
if (LocalPlayer != null)
Minimap.Update();
foreach (var player in players.Values)
player.Tick();
}
public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<IEffect> 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<Player, OwnedByCachedView> OwnedBy = new Dictionary<Player, OwnedByCachedView>();
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<Actor, TraitPair<T>> WithTrait<T>()
{
return WithTraitInner<T>( world.actors, hasTrait );
}
static CachedView<Actor, TraitPair<T>> WithTraitInner<T>( Set<Actor> set, TypeDictionary hasTrait )
{
var ret = hasTrait.GetOrDefault<CachedView<Actor, TraitPair<T>>>();
if( ret != null )
return ret;
ret = new CachedView<Actor, TraitPair<T>>(
set,
x => x.traits.Contains<T>(),
x => new TraitPair<T> { Actor = x, Trait = x.traits.Get<T>() } );
hasTrait.Add( ret );
return ret;
}
public CachedView<Actor, TraitPair<T>> WithTraitMultiple<T>()
{
var ret = hasTrait.GetOrDefault<CachedView<Actor, TraitPair<T>>>();
if( ret != null )
return ret;
ret = new CachedView<Actor, TraitPair<T>>(
world.actors,
x => x.traits.Contains<T>(),
x => x.traits.WithInterface<T>().Select( t => new TraitPair<T> { Actor = x, Trait = t } ) );
hasTrait.Add( ret );
return ret;
}
public struct TraitPair<T>
{
public Actor Actor;
public T Trait;
}
public class OwnedByCachedView : CachedView<Actor, Actor>
{
readonly TypeDictionary hasTrait = new TypeDictionary();
public OwnedByCachedView( World world, Set<Actor> set, Func<Actor, bool> include )
: base( set, include, a => a )
{
}
public CachedView<Actor, TraitPair<T>> WithTrait<T>()
{
return WithTraitInner<T>( this, hasTrait );
}
}
}
public AllQueries Queries;
}
}