Files
OpenRA/OpenRa.Game/Game.cs
2009-12-05 14:23:59 +13:00

364 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Net.Sockets;
using IjwFramework.Collections;
using IjwFramework.Types;
using IrrKlang;
using OpenRa.FileFormats;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
using OpenRa.Game.Support;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
static class Game
{
public static readonly int CellSize = 24;
public static World world;
public static Viewport viewport;
public static PathFinder PathFinder;
public static WorldRenderer worldRenderer;
public static Controller controller;
public static Chrome chrome;
public static OrderManager orderManager;
static int localPlayerIndex;
public static Dictionary<int, Player> players = new Dictionary<int, Player>();
public static Player LocalPlayer
{
get { return players[localPlayerIndex]; }
set
{
localPlayerIndex = value.Index;
viewport.GoToStartLocation();
}
}
public static BuildingInfluenceMap BuildingInfluence;
public static UnitInfluenceMap UnitInfluence;
static ISoundEngine soundEngine;
public static string Replay;
public static string NetworkHost;
public static int NetworkPort;
public static bool skipMakeAnims = true;
public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer, bool useAftermath)
{
Rules.LoadRules(mapName, useAftermath);
for (int i = 0; i < 8; i++)
players[i] = new Player(i, i, "Multi{0}".F(i), Race.Allies);
localPlayerIndex = localPlayer;
Rules.Map.InitOreDensity();
controller = new Controller();
worldRenderer = new WorldRenderer( renderer );
SequenceProvider.Initialize(useAftermath);
viewport = new Viewport( clientSize, Rules.Map.Offset, Rules.Map.Offset + Rules.Map.Size, renderer );
world = new World();
BuildingInfluence = new BuildingInfluenceMap();
UnitInfluence = new UnitInfluenceMap();
foreach (TreeReference treeReference in Rules.Map.Trees)
world.Add(new Actor(treeReference.Image,
new int2(treeReference.Location),
null));
LoadMapBuildings(Rules.AllRules);
LoadMapUnits(Rules.AllRules);
PathFinder = new PathFinder(Rules.Map);
soundEngine = new ISoundEngine();
sounds = new Cache<string, ISoundSource>(LoadSound);
if (Replay != "")
orderManager = new OrderManager(new IOrderSource[] { new ReplayOrderSource(Replay) });
else
{
var orderSources = (string.IsNullOrEmpty(NetworkHost))
? new IOrderSource[] { new LocalOrderSource() }
: new IOrderSource[] { new LocalOrderSource(), new NetworkOrderSource(new TcpClient(NetworkHost, NetworkPort)) };
orderManager = new OrderManager(orderSources, "replay.rep");
}
PlaySound("intro.aud", false);
skipMakeAnims = false;
PerfHistory.items["render"].hasNormalTick = false;
PerfHistory.items["batches"].hasNormalTick = false;
chrome = new Chrome(renderer);
}
static void LoadMapBuildings(IniFile mapfile)
{
foreach (var s in mapfile.GetSection("STRUCTURES", true))
{
//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
var parts = s.Value.ToLowerInvariant().Split(',');
var loc = int.Parse(parts[3]);
world.Add(new Actor(parts[1], new int2(loc % 128, loc / 128), players[0]));
}
}
static void LoadMapUnits(IniFile mapfile)
{
foreach (var s in mapfile.GetSection("UNITS", true))
{
//num=owner,type,health,location,facing,action,trigger
var parts = s.Value.Split(',');
var loc = int.Parse(parts[3]);
world.Add(new Actor(parts[1].ToLowerInvariant(), new int2(loc % 128, loc / 128),
players.Values.FirstOrDefault(p => p.PlayerName == parts[0])
?? players[0]));
}
}
static Cache<string, ISoundSource> sounds;
static ISoundSource LoadSound(string filename)
{
var data = AudLoader.LoadSound(FileSystem.Open(filename));
return soundEngine.AddSoundSourceFromPCMData(data, filename,
new AudioFormat()
{
ChannelCount = 1,
FrameCount = data.Length / 2,
Format = SampleFormat.Signed16Bit,
SampleRate = 22050
});
}
public static void PlaySound(string name, bool loop)
{
var sound = sounds[name];
// todo: positioning
soundEngine.Play2D(sound, loop, false, false);
}
static int lastTime = Environment.TickCount;
public static int timestep = 40;
public static void ResetTimer()
{
lastTime = Environment.TickCount;
}
const int oreFrequency = 30;
static int oreTicks = oreFrequency;
public static int RenderFrame = 0;
public static Chat chat = new Chat();
public static void Tick()
{
int t = Environment.TickCount;
int dt = t - lastTime;
if (dt >= timestep)
{
using (new PerfSample("tick_time"))
{
lastTime += timestep;
orderManager.TickImmediate();
if (orderManager.IsReadyForNextFrame)
{
orderManager.Tick();
if (controller.orderGenerator != null)
controller.orderGenerator.Tick();
if (--oreTicks == 0)
{
using (new PerfSample("ore"))
Rules.Map.GrowOre(SharedRandom);
oreTicks = oreFrequency;
}
world.Tick();
UnitInfluence.Tick();
foreach (var player in players.Values)
player.Tick();
}
else
if (orderManager.FrameNumber == 0)
lastTime = Environment.TickCount;
}
PerfHistory.Tick();
}
using (new PerfSample("render"))
{
++RenderFrame;
viewport.DrawRegions();
}
PerfHistory.items["render"].Tick();
PerfHistory.items["batches"].Tick();
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt)
{
return IsCellBuildable(a, umt, null);
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
{
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
if (UnitInfluence.GetUnitAt(a) != null && UnitInfluence.GetUnitAt(a) != toIgnore) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(umt,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public static bool IsWater(int2 a)
{
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(UnitMovementType.Float,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
static IEnumerable<Actor> FindUnits(float2 a, float2 b)
{
var min = float2.Min(a, b);
var max = float2.Max(a, b);
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
return world.Actors
.Where(x => x.Bounds.IntersectsWith(rect));
}
public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
{
return FindUnits(a - new float2(r, r), a + new float2(r, r))
.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
}
public static IEnumerable<int2> FindTilesInCircle(int2 a, int r)
{
var min = a - new int2(r, r);
var max = a + new int2(r, r);
if (min.X < 0) min.X = 0;
if (min.Y < 0) min.Y = 0;
if (max.X > 127) max.X = 127;
if (max.Y > 127) max.Y = 127;
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new int2(i, j) - a).LengthSquared)
yield return new int2(i, j);
}
public static IEnumerable<Actor> SelectActorsInBox(float2 a, float2 b)
{
return FindUnits(a, b)
.Where( x => x.unitInfo.Selectable )
.GroupBy(x => (x.Owner == LocalPlayer) ? x.unitInfo.SelectionPriority : 0)
.OrderByDescending(g => g.Key)
.Select( g => g.AsEnumerable() )
.DefaultIfEmpty( new Actor[] {} )
.FirstOrDefault();
}
public static int GetDistanceToBase(int2 b, Player p)
{
var building = BuildingInfluence.GetNearestBuilding(b);
if (building == null || building.Owner != p)
return int.MaxValue;
return BuildingInfluence.GetDistanceToBuilding(b);
}
public static Random SharedRandom = new Random(0); /* for things that require sync */
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
public static readonly Pair<VoicePool, VoicePool> SovietVoices =
Pair.New(
new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
new VoicePool("await1", "ready", "report1", "yessir1"));
public static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
{
var tiles = Footprint.Tiles(a, a.traits.Get<Traits.Building>());
var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (IsCellBuildable(new int2(i, j), umt))
return new int2(i, j);
return null;
}
public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
{
return !Footprint.Tiles(building, xy, adjust).Any(
t => !Rules.Map.IsInMap(t.X, t.Y) || Rules.Map.ContainsResource(t) || !Game.IsCellBuildable(t,
building.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,
toIgnore));
}
public static bool IsCloseEnoughToBase(Player p, BuildingInfo bi, int2 position)
{
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var search = new PathSearch()
{
heuristic = loc =>
{
var b = Game.BuildingInfluence.GetBuildingAt(loc);
if (b != null && b.Owner == p) return 0;
if ((loc - position).Length > maxDistance)
return float.PositiveInfinity; /* not quite right */
return 1;
},
checkForBlocked = false,
ignoreTerrain = true,
};
foreach (var t in Footprint.Tiles(bi, position)) search.AddInitialCell(t);
return Game.PathFinder.FindPath(search).Count != 0;
}
public static void BuildUnit(Player player, string name)
{
var newUnitType = Rules.UnitInfo[ name ];
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
// TODO: choose producer based on "primary building"
var producer = world.Actors
.Where( x => producerTypes.Contains( x.unitInfo ) && x.Owner == player )
.FirstOrDefault();
if (producer == null)
{
player.CancelProduction(Rules.UnitCategory[name]);
return;
}
if( producer.traits.WithInterface<IProducer>().Any( p => p.Produce( producer, newUnitType ) ) )
player.FinishProduction(Rules.UnitCategory[name]);
}
}
}