119 lines
3.5 KiB
C#
119 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Tracks neutral and enemy actors' visibility and notifies the player.",
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"Attach this to the player actor.")]
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class EnemyWatcherInfo : ITraitInfo
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{
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[Desc("Interval in ticks between scanning for enemies.")]
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public readonly int ScanInterval = 25;
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[Desc("Minimal ticks in-between notifications.")]
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public readonly int NotificationInterval = 750;
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public object Create(ActorInitializer init) { return new EnemyWatcher(this); }
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}
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class EnemyWatcher : ITick
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{
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readonly EnemyWatcherInfo info;
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readonly HashSet<Player> discoveredPlayers;
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bool announcedAny;
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int rescanInterval;
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int ticksBeforeNextNotification;
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HashSet<uint> lastKnownActorIds;
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HashSet<uint> visibleActorIds;
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HashSet<string> playedNotifications;
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public EnemyWatcher(EnemyWatcherInfo info)
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{
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lastKnownActorIds = new HashSet<uint>();
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discoveredPlayers = new HashSet<Player>();
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this.info = info;
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rescanInterval = 0;
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ticksBeforeNextNotification = 0;
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}
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// Here self is the player actor
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public void Tick(Actor self)
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{
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// TODO: Make the AI handle such notifications and remove Owner.IsBot from this check
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// Disable notifications for AI and neutral players (creeps) and for spectators
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if (self.Owner.Shroud.Disabled || self.Owner.IsBot || !self.Owner.Playable || self.Owner.PlayerReference.Spectating)
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return;
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rescanInterval--;
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ticksBeforeNextNotification--;
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if (rescanInterval > 0)
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return;
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rescanInterval = info.ScanInterval;
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announcedAny = false;
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visibleActorIds = new HashSet<uint>();
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playedNotifications = new HashSet<string>();
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foreach (var actor in self.World.ActorsWithTrait<AnnounceOnSeen>())
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{
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// We don't want notifications for allied actors or actors disguised as such
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if (actor.Actor.AppearsFriendlyTo(self))
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continue;
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if (actor.Actor.IsDead || !actor.Actor.IsInWorld)
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continue;
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// The actor is not currently visible
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if (!self.Owner.CanViewActor(actor.Actor))
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continue;
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visibleActorIds.Add(actor.Actor.ActorID);
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// We already know about this actor
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if (lastKnownActorIds.Contains(actor.Actor.ActorID))
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continue;
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// Should we play a sound notification?
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var playNotification = !playedNotifications.Contains(actor.Trait.Info.Notification) && ticksBeforeNextNotification <= 0;
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// Notify the actor that he has been discovered
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foreach (var trait in actor.Actor.TraitsImplementing<INotifyDiscovered>())
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trait.OnDiscovered(actor.Actor, self.Owner, playNotification);
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var discoveredPlayer = actor.Actor.Owner;
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if (!discoveredPlayers.Contains(discoveredPlayer))
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{
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// Notify the actor's owner that he has been discovered
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foreach (var trait in discoveredPlayer.PlayerActor.TraitsImplementing<INotifyDiscovered>())
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trait.OnDiscovered(actor.Actor, self.Owner, false);
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discoveredPlayers.Add(discoveredPlayer);
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}
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if (!playNotification)
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continue;
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playedNotifications.Add(actor.Trait.Info.Notification);
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announcedAny = true;
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}
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if (announcedAny)
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ticksBeforeNextNotification = info.NotificationInterval;
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lastKnownActorIds = visibleActorIds;
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}
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}
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} |