Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
Paul Chote 248e815d99 More shroud refactoring.
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.

Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
2013-04-10 21:08:22 +12:00

309 lines
7.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.self); }
}
public class Shroud
{
Map map;
Actor self;
int[,] visibleCells;
bool[,] exploredCells;
bool[,] foggedCells;
public Rectangle ExploredBounds { get; private set; }
public int Hash { get; private set; }
public Shroud(Actor self)
{
this.self = self;
map = self.World.Map;
visibleCells = new int[map.MapSize.X, map.MapSize.Y];
exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
self.World.ActorAdded += AddActor;
self.World.ActorRemoved += RemoveActor;
}
void Invalidate()
{
Hash = Sync.hash_player(self.Owner) + self.World.FrameNumber * 3;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
public class ActorVisibility
{
[Sync] public int range;
[Sync] public CPos[] vis;
}
public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
{
var min = a - new CVec(r, r);
var max = a + new CVec(r, r);
if (min.X < world.Map.Bounds.Left - 1)
min = new CPos(world.Map.Bounds.Left - 1, min.Y);
if (min.Y < world.Map.Bounds.Top - 1)
min = new CPos(min.X, world.Map.Bounds.Top - 1);
if (max.X > world.Map.Bounds.Right)
max = new CPos(world.Map.Bounds.Right, max.Y);
if (max.Y > world.Map.Bounds.Bottom)
max = new CPos(max.X, world.Map.Bounds.Bottom);
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new CPos(i, j) - a).LengthSquared)
yield return new CPos(i, j);
}
public void AddActor(Actor a)
{
if (!a.HasTrait<RevealsShroud>() || !a.Owner.IsAlliedWith(self.Owner))
return;
ActorVisibility v = a.Sight;
if (v.range == 0)
return;
foreach (var p in v.vis)
{
foreach (var q in FindVisibleTiles(a.World, p, v.range))
{
++visibleCells[q.X, q.Y];
exploredCells[q.X, q.Y] = true;
foggedCells[q.X, q.Y] = true;
}
var box = new Rectangle(p.X - v.range, p.Y - v.range, 2 * v.range + 1, 2 * v.range + 1);
ExploredBounds = Rectangle.Union(ExploredBounds, box);
}
Invalidate();
}
public void HideActor(Actor a, int range)
{
if (a.Owner.IsAlliedWith(self.Owner))
return;
var v = new ActorVisibility
{
vis = GetVisOrigins(a).ToArray()
};
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
Invalidate();
}
public void UnhideActor(Actor a, ActorVisibility v, int range)
{
if (a.Owner.IsAlliedWith(self.Owner) || v == null)
return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
Invalidate();
}
public void MergeShroud(Shroud s)
{
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
{
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
{
if (s.exploredCells[i,j] == true)
exploredCells[i, j] = true;
if (s.foggedCells[i,j] == true)
foggedCells[i, j] = true;
}
ExploredBounds = Rectangle.Union(ExploredBounds, s.ExploredBounds);
}
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
{
if (oldStance == newStance)
return;
// No longer our ally; remove unit vis
if (oldStance == Stance.Ally)
{
var toRemove = w.Actors.Where(a => a.Owner == player).ToList();
foreach (var a in toRemove)
RemoveActor(a);
}
// Is now our ally; add unit vis
if (newStance == Stance.Ally)
foreach (var a in w.Actors.Where( a => a.Owner == player ))
AddActor(a);
}
public int Explored()
{
int seen = 0;
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
if (foggedCells[i, j])
seen++;
return seen;
}
public static IEnumerable<CPos> GetVisOrigins(Actor a)
{
var ios = a.OccupiesSpace;
if (ios != null)
{
var cells = ios.OccupiedCells();
if (cells.Any()) return cells.Select(c => c.First);
}
return new[] { a.CenterLocation.ToCPos() };
}
public void RemoveActor(Actor a)
{
ActorVisibility v = a.Sight;
if (!a.Owner.IsAlliedWith(self.Owner))
{
if (a.HasTrait<CreatesShroud>())
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
return;
}
if (!a.HasTrait<RevealsShroud>())
return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
Invalidate();
}
public void UpdateActor(Actor a)
{
if (!a.Owner.IsAlliedWith(self.Owner))
return;
RemoveActor(a);
AddActor(a);
}
public void Explore(World world, CPos center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range)) {
exploredCells[q.X, q.Y] = true;
foggedCells[q.X, q.Y] = true;
}
var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
ExploredBounds = Rectangle.Union(ExploredBounds, box);
Invalidate();
}
public void ExploreAll(World world)
{
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
exploredCells[i, j] = true;
foggedCells[i, j] = true;
}
}
ExploredBounds = world.Map.Bounds;
Invalidate();
}
public void ResetExploration()
{
for (var j = 0; j <= exploredCells.GetUpperBound(1); j++)
for (var i = 0; i <= exploredCells.GetUpperBound(0); i++)
exploredCells[i, j] = visibleCells[i, j] > 0;
for (var j = 0; j <= foggedCells.GetUpperBound(1); j++)
for (var i = 0; i <= foggedCells.GetUpperBound(0); i++)
foggedCells[i, j] = visibleCells[i, j] > 0;
Invalidate();
}
public bool IsExplored(CPos xy) { return IsExplored(xy.X, xy.Y); }
public bool IsExplored(int x, int y)
{
if (!map.IsInMap(x, y))
return false;
return foggedCells[x,y];
}
public bool IsExplored(Actor a)
{
return GetVisOrigins(a).Any(o => IsExplored(o));
}
public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
public bool IsVisible(int x, int y)
{
// Visibility is allowed to extend beyond the map cordon so that
// the fog tiles are not visible at the edge of the world
if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
return false;
return visibleCells[x,y] != 0;
}
// Actors are hidden under shroud, but not under fog by default
public bool IsVisible(Actor a)
{
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
return false;
return a.Owner.IsAlliedWith(self.Owner) || IsExplored(a);
}
public bool IsTargetable(Actor a) {
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
return false;
return GetVisOrigins(a).Any(o => IsVisible(o));
}
}
}