Files
OpenRA/OpenRA.Mods.Common/Traits/World/ResourceClaimLayer.cs
2015-01-09 21:18:05 +01:00

129 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows harvesters to coordinate their operations. Attach this to the world actor.")]
public sealed class ResourceClaimLayerInfo : TraitInfo<ResourceClaimLayer> { }
public sealed class ResourceClaimLayer : IWorldLoaded
{
Dictionary<CPos, ResourceClaim> claimByCell;
Dictionary<Actor, ResourceClaim> claimByActor;
private void MakeClaim(Actor claimer, CPos cell)
{
UnclaimByActor(claimer);
UnclaimByCell(cell, claimer);
claimByActor[claimer] = claimByCell[cell] = new ResourceClaim(claimer, cell);
}
private void Unclaim(ResourceClaim claim, Actor claimer)
{
if (claimByActor.Remove(claim.Claimer) & claimByCell.Remove(claim.Cell))
{
if (claim.Claimer.Destroyed) return;
if (!claim.Claimer.IsInWorld) return;
if (claim.Claimer.IsDead) return;
claim.Claimer.Trait<INotifyResourceClaimLost>().OnNotifyResourceClaimLost(claim.Claimer, claim, claimer);
}
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// NOTE(jsd): 32 seems a sane default initial capacity for the total # of harvesters in a game. Purely a guesstimate.
claimByCell = new Dictionary<CPos, ResourceClaim>(32);
claimByActor = new Dictionary<Actor, ResourceClaim>(32);
}
/// <summary>
/// Attempt to claim the resource at the cell for the given actor.
/// </summary>
/// <param name="claimer"></param>
/// <param name="cell"></param>
/// <returns></returns>
public bool ClaimResource(Actor claimer, CPos cell)
{
// Has anyone else claimed this point?
ResourceClaim claim;
if (claimByCell.TryGetValue(cell, out claim))
{
// Same claimer:
if (claim.Claimer == claimer) return true;
// This is to prevent in-fighting amongst friendly harvesters:
if (claimer.Owner == claim.Claimer.Owner) return false;
if (claimer.Owner.Stances[claim.Claimer.Owner] == Stance.Ally) return false;
// If an enemy/neutral claimed this, don't respect that claim:
}
// Either nobody else claims this point or an enemy/neutral claims it:
MakeClaim(claimer, cell);
return true;
}
/// <summary>
/// Release the last resource claim made on this cell.
/// </summary>
/// <param name="cell"></param>
public void UnclaimByCell(CPos cell, Actor claimer)
{
ResourceClaim claim;
if (claimByCell.TryGetValue(cell, out claim))
Unclaim(claim, claimer);
}
/// <summary>
/// Release the last resource claim made by this actor.
/// </summary>
/// <param name="claimer"></param>
public void UnclaimByActor(Actor claimer)
{
ResourceClaim claim;
if (claimByActor.TryGetValue(claimer, out claim))
Unclaim(claim, claimer);
}
/// <summary>
/// Is the cell location <paramref name="cell"/> claimed for harvesting by any other actor?
/// </summary>
/// <param name="self"></param>
/// <param name="cell"></param>
/// <returns>true if already claimed by an ally that isn't <paramref name="self"/>; false otherwise.</returns>
public bool IsClaimedByAnyoneElse(Actor self, CPos cell, out ResourceClaim claim)
{
if (claimByCell.TryGetValue(cell, out claim))
{
// Same claimer:
if (claim.Claimer == self) return false;
// This is to prevent in-fighting amongst friendly harvesters:
if (self.Owner == claim.Claimer.Owner) return true;
if (self.Owner.Stances[claim.Claimer.Owner] == Stance.Ally) return true;
// If an enemy/neutral claimed this, don't respect that claim and fall through:
}
else
{
// No claim.
claim = null;
}
return false;
}
}
}