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

199 lines
5.5 KiB
C#

using System;
using System.IO;
using System.Linq;
namespace OpenRa.Game
{
sealed class Order
{
public readonly Player Player;
public readonly string OrderString;
readonly uint SubjectId;
readonly uint TargetActorId;
public readonly int2 TargetLocation;
public readonly string TargetString;
public bool IsImmediate;
public Actor Subject { get { return ActorFromUInt(SubjectId); } }
public Actor TargetActor { get { return ActorFromUInt(TargetActorId); } }
public Order(Player player, string orderString, Actor subject,
Actor targetActor, int2 targetLocation, string targetString)
: this( player, orderString, UIntFromActor( subject ),
UIntFromActor( targetActor ), targetLocation, targetString ) {}
Order(Player player, string orderString, uint subjectId,
uint targetActorId, int2 targetLocation, string targetString)
{
this.Player = player;
this.OrderString = orderString;
this.SubjectId = subjectId;
this.TargetActorId = targetActorId;
this.TargetLocation = targetLocation;
this.TargetString = targetString;
}
public bool Validate()
{
if ((SubjectId != 0xffffffff) && Subject == null)
return false;
if ((TargetActorId != 0xffffffff) && TargetActor == null)
return false;
return true;
}
public byte[] Serialize()
{
if (IsImmediate) /* chat, whatever */
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((byte)0xfe);
w.Write((uint)Player.Index);
w.Write(OrderString);
w.Write(TargetString);
return ret.ToArray();
}
switch (OrderString)
{
// Format:
// u8 : orderID.
// 0xFF: Full serialized order.
// varies: rest of order.
default:
// TODO: specific serializers for specific orders.
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write( (byte)0xFF );
w.Write( (uint)Player.Index );
w.Write(OrderString);
w.Write(SubjectId);
w.Write(TargetActorId);
w.Write(TargetLocation.X);
w.Write(TargetLocation.Y);
w.Write(TargetString != null);
if (TargetString != null)
w.Write(TargetString);
return ret.ToArray();
}
}
}
static Player LookupPlayer(uint index)
{
return Game.players
.Where(x => x.Value.Index == index)
.First().Value;
}
public static Order Deserialize(BinaryReader r)
{
switch (r.ReadByte())
{
case 0xFF:
{
var playerID = r.ReadUInt32();
var order = r.ReadString();
var subjectId = r.ReadUInt32();
var targetActorId = r.ReadUInt32();
var targetLocation = new int2(r.ReadInt32(), 0);
targetLocation.Y = r.ReadInt32();
var targetString = null as string;
if (r.ReadBoolean())
targetString = r.ReadString();
return new Order( LookupPlayer(playerID),
order, subjectId, targetActorId, targetLocation,
targetString);
}
case 0xfe:
{
var playerID = r.ReadUInt32();
var name = r.ReadString();
var data = r.ReadString();
return new Order(LookupPlayer(playerID),
name, null, null, int2.Zero, data) { IsImmediate = true };
}
default:
throw new NotImplementedException();
}
}
static uint UIntFromActor(Actor a)
{
if (a == null) return 0xffffffff;
return a.ActorID;
}
static Actor ActorFromUInt(uint aID)
{
if (aID == 0xFFFFFFFF) return null;
return Game.world.Actors.SingleOrDefault(x => x.ActorID == aID);
}
// Named constructors for Orders.
// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
public static Order Chat(Player subject, string text)
{
return new Order(subject, "Chat", null, null, int2.Zero, text)
{ IsImmediate = true };
}
public static Order Attack(Actor subject, Actor target)
{
return new Order(subject.Owner, "Attack", subject, target, int2.Zero, null);
}
public static Order Move(Actor subject, int2 target)
{
return new Order(subject.Owner, "Move", subject, null, target, null);
}
public static Order DeployMcv(Actor subject)
{
return new Order(subject.Owner, "DeployMcv", subject, null, int2.Zero, null);
}
public static Order PlaceBuilding(Player subject, int2 target, string buildingName)
{
return new Order(subject, "PlaceBuilding", null, null, target, buildingName);
}
public static Order DeliverOre(Actor subject, Actor target)
{
return new Order(subject.Owner, "DeliverOre", subject, target, int2.Zero, null);
}
public static Order Harvest(Actor subject, int2 target)
{
return new Order(subject.Owner, "Harvest", subject, null, target, null);
}
public static Order StartProduction(Player subject, string item)
{
return new Order(subject, "StartProduction", null, null, int2.Zero, item );
}
public static Order PauseProduction(Player subject, string item, bool pause)
{
return new Order( subject, "PauseProduction", null, null, new int2(pause ?1:0,0), item );
}
public static Order CancelProduction(Player subject, string item)
{
return new Order( subject, "CancelProduction", null, null, int2.Zero, item );
}
public static Order SetRallyPoint(Actor subject, int2 target)
{
return new Order(subject.Owner, "SetRallyPoint", subject, null, target, null );
}
}
}