266 lines
7.4 KiB
C#
266 lines
7.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using OpenRA.Collections;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Support;
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using OpenRA.Traits;
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using XRandom = OpenRA.Thirdparty.Random;
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namespace OpenRA
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{
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public class World
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{
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Set<Actor> actors = new Set<Actor>();
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List<IEffect> effects = new List<IEffect>();
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List<Action<World>> frameEndActions = new List<Action<World>>();
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public XRandom SharedRandom = new XRandom(0); // synced
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public XRandom CosmeticRandom = new XRandom(); // not synced
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public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
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public void AddPlayer(Player p) { players[p.Index] = p; }
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int localPlayerIndex;
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public Player LocalPlayer
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{
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get { return players.ContainsKey(localPlayerIndex) ? players[localPlayerIndex] : null; }
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}
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public Player NeutralPlayer { get; private set; }
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public void SetLocalPlayer(int index)
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{
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localPlayerIndex = index;
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if (!string.IsNullOrEmpty(Game.Settings.PlayerName)
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&& Game.LobbyInfo.Clients[index].Name != Game.Settings.PlayerName)
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Game.IssueOrder(Order.Chat("/name " + Game.Settings.PlayerName));
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}
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public readonly Actor WorldActor;
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public readonly PathFinder PathFinder;
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public readonly Map Map;
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public readonly TileSet TileSet;
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public GlobalDefaultsInfo Defaults { get {return WorldActor.Info.Traits.Get<GlobalDefaultsInfo>();}}
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// for tricky things like bridges.
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public readonly ICustomTerrain[,] customTerrain;
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public readonly WorldRenderer WorldRenderer;
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internal readonly Minimap Minimap;
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public World(Manifest manifest, Map map)
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{
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Timer.Time( "----World.ctor" );
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Map = map;
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customTerrain = new ICustomTerrain[Map.MapSize.X, Map.MapSize.Y];
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Timer.Time( "new Map: {0}" );
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Rules.LoadRules(manifest,Map);
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Timer.Time( "load rules: {0}" );
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var theaterInfo = Rules.Info["world"].Traits.WithInterface<TheaterInfo>()
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.FirstOrDefault(t => t.Theater == Map.Theater);
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TileSet = new TileSet(theaterInfo.Tileset, theaterInfo.Templates, theaterInfo.Suffix);
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SpriteSheetBuilder.Initialize( Map );
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Timer.Time( "Tileset: {0}" );
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WorldRenderer = new WorldRenderer(this, Game.renderer);
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Timer.Time("renderer: {0}");
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WorldActor = CreateActor("World", new int2(int.MaxValue, int.MaxValue), null);
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AddPlayer(NeutralPlayer = new Player(this, null)); // add the neutral player
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Timer.Time( "worldActor: {0}" );
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foreach (var wlh in WorldActor.traits.WithInterface<ILoadWorldHook>())
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wlh.WorldLoaded(this);
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PathFinder = new PathFinder(this);
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Timer.Time( "hooks, pathing: {0}" );
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Minimap = new Minimap(this, Game.renderer);
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Timer.Time( "minimap: {0}" );
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Timer.Time( "----end World.ctor" );
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}
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public Actor CreateActor( string name, int2 location, Player owner )
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{
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var a = new Actor( this, name, location, owner );
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Add( a );
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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actors.Add(a);
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ActorAdded(a);
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}
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public void Remove(Actor a)
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{
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a.IsInWorld = false;
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actors.Remove(a);
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ActorRemoved(a);
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}
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public void Add(IEffect b) { effects.Add(b); }
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public void Remove(IEffect b) { effects.Remove(b); }
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public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public void Tick()
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{
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var sw = new Stopwatch();
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foreach (var a in actors) a.Tick();
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Queries.WithTraitMultiple<ITick>().Do( x =>
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{
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var t = sw.ElapsedTime();
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x.Trait.Tick( x.Actor );
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var dt = sw.ElapsedTime() - t;
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if( dt > 0.001 )
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Log.Write( "expensive tick: {0}->{1}", x.Actor.Info.Name, x.Trait.GetType() );
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} );
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foreach (var e in effects) e.Tick( this );
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Game.viewport.Tick();
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var acts = frameEndActions;
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frameEndActions = new List<Action<World>>();
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foreach (var a in acts) a(this);
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// TODO: This doesn't even belong here -> move into a widget
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if (LocalPlayer != null)
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Minimap.Update();
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foreach (var player in players.Values)
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player.Tick();
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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public int SyncHash()
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{
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//using (new PerfSample("synchash"))
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{
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int ret = 0;
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foreach (var a in Actors)
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ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
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return ret;
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}
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}
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public class AllQueries
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{
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readonly World world;
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public readonly Cache<Player, OwnedByCachedView> OwnedBy;
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readonly TypeDictionary hasTrait = new TypeDictionary();
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public AllQueries( World world )
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{
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this.world = world;
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OwnedBy = new Cache<Player, OwnedByCachedView>(p => new OwnedByCachedView(world, world.actors, x => x.Owner == p));
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}
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public CachedView<Actor, TraitPair<T>> WithTrait<T>()
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{
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return WithTraitInner<T>( world.actors, hasTrait );
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}
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static CachedView<Actor, TraitPair<T>> WithTraitInner<T>( Set<Actor> set, TypeDictionary hasTrait )
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{
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var ret = hasTrait.GetOrDefault<CachedView<Actor, TraitPair<T>>>();
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if( ret != null )
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return ret;
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ret = new CachedView<Actor, TraitPair<T>>(
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set,
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x => x.traits.Contains<T>(),
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x => new TraitPair<T> { Actor = x, Trait = x.traits.Get<T>() } );
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hasTrait.Add( ret );
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return ret;
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}
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public CachedView<Actor, TraitPair<T>> WithTraitMultiple<T>()
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{
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var ret = hasTrait.GetOrDefault<CachedView<Actor, TraitPair<T>>>();
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if( ret != null )
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return ret;
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ret = new CachedView<Actor, TraitPair<T>>(
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world.actors,
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x => x.traits.Contains<T>(),
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x => x.traits.WithInterface<T>().Select( t => new TraitPair<T> { Actor = x, Trait = t } ) );
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hasTrait.Add( ret );
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return ret;
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}
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public struct TraitPair<T>
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{
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public Actor Actor;
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public T Trait;
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}
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public class OwnedByCachedView : CachedView<Actor, Actor>
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{
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readonly TypeDictionary hasTrait = new TypeDictionary();
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public OwnedByCachedView( World world, Set<Actor> set, Func<Actor, bool> include )
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: base( set, include, a => a )
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{
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}
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public CachedView<Actor, TraitPair<T>> WithTrait<T>()
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{
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return WithTraitInner<T>( this, hasTrait );
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}
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}
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}
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public AllQueries Queries;
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}
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}
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