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