Files
OpenRA/OpenRa.Game/World.cs
2010-01-18 01:58:01 +13:00

118 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using OpenRa.Effects;
using OpenRa.Support;
using OpenRa.FileFormats;
using OpenRa.Graphics;
namespace OpenRa
{
public class World
{
List<Actor> actors = new List<Actor>();
List<IEffect> effects = new List<IEffect>();
List<Action<World>> frameEndActions = new List<Action<World>>();
public readonly BuildingInfluenceMap BuildingInfluence;
public readonly UnitInfluenceMap UnitInfluence;
public readonly Map Map;
public readonly TileSet TileSet;
public readonly WorldRenderer WorldRenderer;
readonly int oreFrequency;
int oreTicks;
public World()
{
Map = new Map( Rules.AllRules );
FileSystem.MountTemporary( new Package( Map.Theater + ".mix" ) );
TileSet = new TileSet( Map.TileSuffix );
BuildingInfluence = new BuildingInfluenceMap( this );
UnitInfluence = new UnitInfluenceMap( this );
oreFrequency = (int)(Rules.General.GrowthRate * 60 * 25);
oreTicks = oreFrequency;
Map.InitOreDensity();
CreateActor("World", new int2(int.MaxValue, int.MaxValue), null);
WorldRenderer = new WorldRenderer(this, Game.renderer);
}
public Actor CreateActor( string name, int2 location, Player owner )
{
var a = new Actor( this, name, location, owner );
Add( a );
return a;
}
public void Add(Actor a)
{
a.IsInWorld = true;
actors.Add(a);
ActorAdded(a);
}
public void Remove(Actor a)
{
a.IsInWorld = false;
actors.Remove(a);
ActorRemoved(a);
}
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public void Tick()
{
if (--oreTicks == 0)
using( new PerfSample( "ore" ) )
{
Map.GrowOre( Game.SharedRandom );
Game.minimap.InvalidateOre();
oreTicks = oreFrequency;
}
foreach (var a in actors) a.Tick();
foreach (var e in effects) e.Tick();
Game.viewport.Tick();
var acts = frameEndActions;
frameEndActions = new List<Action<World>>();
foreach (var a in acts) a(this);
UnitInfluence.Tick();
}
public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
public int SyncHash()
{
using (new PerfSample("synchash"))
{
int ret = 0;
foreach (var a in Actors)
ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
return ret;
}
}
}
}