Files
OpenRA/OpenRa.Game/Game.cs
2010-01-12 20:18:36 +13:00

355 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Net.Sockets;
using OpenRa.FileFormats;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
using OpenRa.Game.Orders;
using OpenRa.Game.Support;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
static class Game
{
public static readonly int CellSize = 24;
public static World world;
public static Viewport viewport;
public static PathFinder PathFinder;
public static WorldRenderer worldRenderer;
public static Controller controller;
public static Chrome chrome;
public static UserSettings Settings;
public static OrderManager orderManager;
static int localPlayerIndex;
public static Dictionary<int, Player> players = new Dictionary<int, Player>();
public static Player LocalPlayer
{
get { return players[localPlayerIndex]; }
set
{
localPlayerIndex = value.Index;
viewport.GoToStartLocation();
}
}
public static BuildingInfluenceMap BuildingInfluence;
public static UnitInfluenceMap UnitInfluence;
public static bool skipMakeAnims = true;
static Renderer renderer;
static bool usingAftermath;
static int2 clientSize;
static HardwarePalette palette;
public static Minimap minimap;
public static void ChangeMap(string mapName)
{
SheetBuilder.Initialize(renderer);
SpriteSheetBuilder.Initialize();
FileSystem.UnmountTemporaryPackages();
Rules.LoadRules(mapName, usingAftermath);
palette = new HardwarePalette(renderer, Rules.Map);
world = new World();
Game.world.ActorAdded += a =>
{
if (a.Owner != null && a.Info != null && a.Info.Traits.Contains<OwnedActorInfo>())
a.Owner.Shroud.Explore(a);
};
for (int i = 0; i < 8; i++)
{
var race = players.ContainsKey(i) ? players[i].Race : Race.Allies;
var name = players.ContainsKey(i) ? players[i].PlayerName : "Player {0}".F(i+1);
var a = new Actor(null, new int2(int.MaxValue, int.MaxValue), null);
players[i] = new Player(a, i, (PaletteType) i, name, race, "Multi{0}".F(i));
a.Owner = players[i];
a.traits.Add(new Traits.ProductionQueue(a));
Game.world.Add(a);
}
var worldActor = new Actor(null, new int2(int.MaxValue, int.MaxValue), null);
worldActor.traits.Add(new WaterPaletteRotation(worldActor));
worldActor.traits.Add(new ChronoshiftPaletteEffect(worldActor));
Game.world.Add(worldActor);
Rules.Map.InitOreDensity();
worldRenderer = new WorldRenderer(renderer);
SequenceProvider.Initialize(usingAftermath);
viewport = new Viewport(clientSize, Rules.Map.Offset, Rules.Map.Offset + Rules.Map.Size, renderer);
minimap = new Minimap(renderer);
BuildingInfluence = new BuildingInfluenceMap();
UnitInfluence = new UnitInfluenceMap();
skipMakeAnims = true;
foreach (var treeReference in Rules.Map.Trees)
world.Add(new Actor(treeReference.Image, new int2(treeReference.Location), null));
LoadMapActors(Rules.AllRules);
skipMakeAnims = false;
PathFinder = new PathFinder();
chrome = new Chrome(renderer);
oreFrequency = (int)(Rules.General.GrowthRate * 60 * 25);
oreTicks = oreFrequency;
}
public static void Initialize(string mapName, Renderer renderer, int2 clientSize,
int localPlayer, bool useAftermath, Controller controller)
{
localPlayerIndex = localPlayer;
usingAftermath = useAftermath;
Game.renderer = renderer;
Game.clientSize = clientSize;
// todo
Sound.Initialize();
PerfHistory.items["render"].hasNormalTick = false;
PerfHistory.items["batches"].hasNormalTick = false;
Game.controller = controller;
ChangeMap(mapName);
if (Settings.Replay != "")
orderManager = new OrderManager(new IOrderSource[] { new ReplayOrderSource(Settings.Replay) });
else
{
var orderSources = (string.IsNullOrEmpty(Settings.NetworkHost))
? new IOrderSource[] { new LocalOrderSource() }
: new IOrderSource[] { new LocalOrderSource(), new NetworkOrderSource(new TcpClient(Settings.NetworkHost, Settings.NetworkPort)) };
orderManager = new OrderManager(orderSources, "replay.rep");
}
}
static void LoadMapActors(IniFile mapfile)
{
var toLoad =
mapfile.GetSection("STRUCTURES", true)
.Concat(mapfile.GetSection("UNITS", true));
foreach (var s in toLoad)
{
//num=owner,type,health,location,facing,...
var parts = s.Value.Split( ',' );
var loc = int.Parse(parts[3]);
world.Add(new Actor(parts[1].ToLowerInvariant(), new int2(loc % 128, loc / 128),
players.Values.FirstOrDefault(p => p.InternalName == parts[0]) ?? players[0]));
}
}
static int lastTime = Environment.TickCount;
public static void ResetTimer()
{
lastTime = Environment.TickCount;
}
static int oreFrequency;
static int oreTicks;
public static int RenderFrame = 0;
public static Chat chat = new Chat();
public static void Tick()
{
int t = Environment.TickCount;
int dt = t - lastTime;
if (dt >= Settings.Timestep)
{
using (new PerfSample("tick_time"))
{
lastTime += Settings.Timestep;
UpdatePalette(world.Actors.SelectMany(
a => a.traits.WithInterface<IPaletteModifier>()));
minimap.Update();
chrome.Tick();
orderManager.TickImmediate();
if (orderManager.IsReadyForNextFrame)
{
orderManager.Tick();
if (controller.orderGenerator != null)
controller.orderGenerator.Tick();
if (--oreTicks == 0)
using (new PerfSample("ore"))
{
Rules.Map.GrowOre(SharedRandom);
minimap.InvalidateOre();
oreTicks = oreFrequency;
}
world.Tick();
UnitInfluence.Tick();
foreach (var player in players.Values)
player.Tick();
}
else
if (orderManager.FrameNumber == 0)
lastTime = Environment.TickCount;
}
PerfHistory.Tick();
}
using (new PerfSample("render"))
{
++RenderFrame;
viewport.DrawRegions();
}
PerfHistory.items["render"].Tick();
PerfHistory.items["batches"].Tick();
}
static void UpdatePalette(IEnumerable<IPaletteModifier> paletteMods)
{
var b = new Bitmap(palette.Bitmap);
foreach (var mod in paletteMods)
mod.AdjustPalette(b);
palette.Texture.SetData(b);
renderer.PaletteTexture = palette.Texture;
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt)
{
return IsCellBuildable(a, umt, null);
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
{
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
if (UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(umt,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public static bool IsActorCrushableByActor(Actor a, Actor b)
{
return IsActorCrushableByMovementType(a, b.traits.GetOrDefault<IMovement>().GetMovementType());
}
public static bool IsActorPathableToCrush(Actor a, UnitMovementType umt)
{
return a != null &&
a.traits.WithInterface<ICrushable>()
.Any(c => c.IsPathableCrush(umt, a.Owner));
}
public static bool IsActorCrushableByMovementType(Actor a, UnitMovementType umt)
{
return a != null &&
a.traits.WithInterface<ICrushable>()
.Any(c => c.IsCrushableBy(umt, a.Owner));
}
public static bool IsWater(int2 a)
{
return Rules.Map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(UnitMovementType.Float,
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
public static IEnumerable<Actor> FindUnits(float2 a, float2 b)
{
var min = float2.Min(a, b);
var max = float2.Max(a, b);
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
return world.Actors
.Where(x => x.GetBounds(true).IntersectsWith(rect));
}
public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
{
var min = a - new float2(r, r);
var max = a + new float2(r, r);
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
var inBox = world.Actors.Where(x => x.GetBounds(false).IntersectsWith(rect));
return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
}
public static IEnumerable<int2> FindTilesInCircle(int2 a, int r)
{
var min = a - new int2(r, r);
var max = a + new int2(r, r);
if (min.X < 0) min.X = 0;
if (min.Y < 0) min.Y = 0;
if (max.X > 127) max.X = 127;
if (max.Y > 127) max.Y = 127;
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new int2(i, j) - a).LengthSquared)
yield return new int2(i, j);
}
public static IEnumerable<Actor> SelectActorsInBox(float2 a, float2 b)
{
return FindUnits(a, b)
.Where( x => x.traits.Contains<Selectable>() )
.GroupBy(x => (x.Owner == LocalPlayer) ? x.Info.Traits.Get<SelectableInfo>().Priority : 0)
.OrderByDescending(g => g.Key)
.Select( g => g.AsEnumerable() )
.DefaultIfEmpty( new Actor[] {} )
.FirstOrDefault();
}
public static Random SharedRandom = new Random(0); /* for things that require sync */
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
public static bool CanPlaceBuilding(string name, BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
{
return !Footprint.Tiles(name, building, xy, adjust).Any(
t => !Rules.Map.IsInMap(t.X, t.Y) || Rules.Map.ContainsResource(t) || !Game.IsCellBuildable(t,
building.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,
toIgnore));
}
public static bool IsCloseEnoughToBase(Player p, string buildingName, BuildingInfo bi, int2 position)
{
var maxDistance = bi.Adjacent + 1;
var search = new PathSearch()
{
heuristic = loc =>
{
var b = Game.BuildingInfluence.GetBuildingAt(loc);
if (b != null && b.Owner == p && b.Info.Traits.Get<BuildingInfo>().BaseNormal) return 0;
if ((loc - position).Length > maxDistance)
return float.PositiveInfinity; /* not quite right */
return 1;
},
checkForBlocked = false,
ignoreTerrain = true,
};
foreach (var t in Footprint.Tiles(buildingName, bi, position)) search.AddInitialCell(t);
return Game.PathFinder.FindPath(search).Count != 0;
}
}
}