481 lines
12 KiB
C#
481 lines
12 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Orders;
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using OpenRA.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum WorldType { Regular, Shellmap, Editor }
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public sealed class World : IDisposable
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{
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internal readonly TraitDictionary TraitDict = new TraitDictionary();
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readonly SortedDictionary<uint, Actor> actors = new SortedDictionary<uint, Actor>();
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readonly List<IEffect> effects = new List<IEffect>();
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readonly List<IEffect> unpartitionedEffects = new List<IEffect>();
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readonly List<ISync> syncedEffects = new List<ISync>();
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readonly Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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public int Timestep;
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internal readonly OrderManager OrderManager;
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public Session LobbyInfo { get { return OrderManager.LobbyInfo; } }
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public readonly MersenneTwister SharedRandom;
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public readonly IModelCache ModelCache;
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public Player[] Players = new Player[0];
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public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
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{
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if (Players.Length > 0)
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throw new InvalidOperationException("Players are fixed once they have been set.");
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Players = players.ToArray();
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SetLocalPlayer(localPlayer);
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}
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public Player LocalPlayer { get; private set; }
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public event Action GameOver = () => { };
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public bool IsGameOver { get; private set; }
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public void EndGame()
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{
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if (!IsGameOver)
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{
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IsGameOver = true;
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foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
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t.GameOver(this);
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GameOver();
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}
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}
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Player renderPlayer;
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public Player RenderPlayer
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{
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get { return renderPlayer == null || (renderPlayer.WinState != WinState.Undefined && !Map.Visibility.HasFlag(MapVisibility.MissionSelector)) ? null : renderPlayer; }
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set { renderPlayer = value; }
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}
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public bool FogObscures(Actor a) { return RenderPlayer != null && !a.CanBeViewedByPlayer(RenderPlayer); }
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool FogObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(pos); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
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public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool IsReplay
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{
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get { return OrderManager.Connection is ReplayConnection; }
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}
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void SetLocalPlayer(Player localPlayer)
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{
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if (localPlayer == null)
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return;
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if (!Players.Contains(localPlayer))
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throw new ArgumentException("The local player must be one of the players in the world.", "localPlayer");
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if (IsReplay)
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return;
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LocalPlayer = localPlayer;
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RenderPlayer = LocalPlayer;
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}
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public readonly Actor WorldActor;
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public readonly Map Map;
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public readonly IActorMap ActorMap;
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public readonly ScreenMap ScreenMap;
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public readonly WorldType Type;
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readonly GameInformation gameInfo;
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public void IssueOrder(Order o) { OrderManager.IssueOrder(o); } /* avoid exposing the OM to mod code */
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IOrderGenerator orderGenerator;
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public IOrderGenerator OrderGenerator
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{
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get
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{
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return orderGenerator;
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}
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set
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{
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Sync.AssertUnsynced("The current order generator may not be changed from synced code");
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orderGenerator = value;
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}
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}
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public readonly Selection Selection = new Selection();
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public void CancelInputMode() { OrderGenerator = new UnitOrderGenerator(); }
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public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
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{
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if (OrderGenerator is T)
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{
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CancelInputMode();
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return false;
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}
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else
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{
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OrderGenerator = new T();
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return true;
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}
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}
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internal World(ModData modData, Map map, OrderManager orderManager, WorldType type)
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{
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Type = type;
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OrderManager = orderManager;
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orderGenerator = new UnitOrderGenerator();
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Map = map;
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Timestep = orderManager.LobbyInfo.GlobalSettings.Timestep;
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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ModelCache = modData.ModelSequenceLoader.CacheModels(map, modData, map.Rules.ModelSequences);
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var worldActorType = type == WorldType.Editor ? "EditorWorld" : "World";
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WorldActor = CreateActor(worldActorType, new TypeDictionary());
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ActorMap = WorldActor.Trait<IActorMap>();
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ScreenMap = WorldActor.Trait<ScreenMap>();
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// Add players
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this);
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// Set defaults for any unset stances
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foreach (var p in Players)
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foreach (var q in Players)
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = Stance.Neutral;
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Game.Sound.SoundVolumeModifier = 1.0f;
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gameInfo = new GameInformation
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{
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Mod = Game.ModData.Manifest.Id,
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Version = Game.ModData.Manifest.Metadata.Version,
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MapUid = Map.Uid,
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MapTitle = Map.Title
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};
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}
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public void AddToMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.AddInfluence(self, ios);
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ActorMap.AddPosition(self, ios);
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ScreenMap.AddOrUpdate(self);
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}
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public void UpdateMaps(Actor self, IOccupySpace ios)
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{
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if (!self.IsInWorld)
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return;
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ScreenMap.AddOrUpdate(self);
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ActorMap.UpdatePosition(self, ios);
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}
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public void RemoveFromMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.RemoveInfluence(self, ios);
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ActorMap.RemovePosition(self, ios);
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ScreenMap.Remove(self);
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}
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public void LoadComplete(WorldRenderer wr)
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{
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// ScreenMap must be initialized before anything else
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using (new PerfTimer("ScreenMap.WorldLoaded"))
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ScreenMap.WorldLoaded(this, wr);
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foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
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{
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// These have already been initialized
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if (wlh == ScreenMap)
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continue;
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using (new PerfTimer(wlh.GetType().Name + ".WorldLoaded"))
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wlh.WorldLoaded(this, wr);
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}
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gameInfo.StartTimeUtc = DateTime.UtcNow;
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foreach (var player in Players)
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gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
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var echo = OrderManager.Connection as EchoConnection;
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var rc = echo != null ? echo.Recorder : null;
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if (rc != null)
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rc.Metadata = new ReplayMetadata(gameInfo);
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}
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public void SetWorldOwner(Player p)
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{
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WorldActor.Owner = p;
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}
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public Actor CreateActor(string name, TypeDictionary initDict)
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{
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return CreateActor(true, name, initDict);
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}
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public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
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{
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var a = new Actor(this, name, initDict);
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foreach (var t in a.TraitsImplementing<INotifyCreated>())
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t.Created(a);
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if (addToWorld)
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Add(a);
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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actors.Add(a.ActorID, a);
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ActorAdded(a);
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foreach (var t in a.TraitsImplementing<INotifyAddedToWorld>())
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t.AddedToWorld(a);
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}
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public void Remove(Actor a)
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{
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a.IsInWorld = false;
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actors.Remove(a.ActorID);
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ActorRemoved(a);
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foreach (var t in a.TraitsImplementing<INotifyRemovedFromWorld>())
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t.RemovedFromWorld(a);
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}
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public void Add(IEffect e)
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{
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effects.Add(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Add(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Add(se);
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}
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public void Remove(IEffect e)
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{
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effects.Remove(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Remove(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Remove(se);
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}
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public void RemoveAll(Predicate<IEffect> predicate)
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{
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effects.RemoveAll(predicate);
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unpartitionedEffects.RemoveAll(e => predicate((IEffect)e));
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syncedEffects.RemoveAll(e => predicate((IEffect)e));
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}
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public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool Paused { get; internal set; }
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public bool PredictedPaused { get; internal set; }
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public bool PauseStateLocked { get; set; }
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public int WorldTick { get; private set; }
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public void SetPauseState(bool paused)
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{
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if (PauseStateLocked)
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return;
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IssueOrder(Order.PauseGame(paused));
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PredictedPaused = paused;
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}
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public void SetLocalPauseState(bool paused)
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{
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Paused = PredictedPaused = paused;
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}
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public void Tick()
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{
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if (!Paused)
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{
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WorldTick++;
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using (new PerfSample("tick_idle"))
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foreach (var ni in ActorsWithTrait<INotifyIdle>())
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if (ni.Actor.IsIdle)
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ni.Trait.TickIdle(ni.Actor);
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using (new PerfSample("tick_activities"))
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foreach (var a in actors.Values)
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a.Tick();
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ActorsWithTrait<ITick>().DoTimed(x => x.Trait.Tick(x.Actor), "Trait");
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effects.DoTimed(e => e.Tick(this), "Effect");
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}
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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// For things that want to update their render state once per tick, ignoring pause state
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public void TickRender(WorldRenderer wr)
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{
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ActorsWithTrait<ITickRender>().DoTimed(x => x.Trait.TickRender(wr, x.Actor), "Render");
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ScreenMap.TickRender();
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}
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public IEnumerable<Actor> Actors { get { return actors.Values; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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public IEnumerable<IEffect> UnpartitionedEffects { get { return unpartitionedEffects; } }
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public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
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public Actor GetActorById(uint actorId)
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{
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Actor a;
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if (actors.TryGetValue(actorId, out a))
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return a;
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return null;
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}
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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public int SyncHash()
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{
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// using (new PerfSample("synchash"))
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{
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var n = 0;
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var ret = 0;
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// Hash all the actors.
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foreach (var a in Actors)
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ret += n++ * (int)(1 + a.ActorID) * Sync.HashActor(a);
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// Hash fields marked with the ISync interface.
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foreach (var actor in ActorsHavingTrait<ISync>())
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foreach (var syncHash in actor.SyncHashes)
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ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash();
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// Hash game state relevant effects such as projectiles.
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foreach (var sync in SyncedEffects)
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ret += n++ * Sync.Hash(sync);
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// Hash the shared random number generator.
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ret += SharedRandom.Last;
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return ret;
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}
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}
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public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
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{
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return TraitDict.ActorsWithTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>()
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{
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return TraitDict.ActorsHavingTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>(Func<T, bool> predicate)
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{
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return TraitDict.ActorsHavingTrait(predicate);
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}
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public void OnPlayerWinStateChanged(Player player)
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{
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var pi = gameInfo.GetPlayer(player);
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if (pi != null)
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{
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pi.Outcome = player.WinState;
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pi.OutcomeTimestampUtc = DateTime.UtcNow;
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}
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}
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public bool Disposing;
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public void Dispose()
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{
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Disposing = true;
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frameEndActions.Clear();
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Game.Sound.StopAudio();
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Game.Sound.StopVideo();
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ModelCache.Dispose();
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// Dispose newer actors first, and the world actor last
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foreach (var a in actors.Values.Reverse())
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a.Dispose();
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// Actor disposals are done in a FrameEndTask
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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}
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public struct TraitPair<T> : IEquatable<TraitPair<T>>
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{
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public readonly Actor Actor;
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public readonly T Trait;
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public TraitPair(Actor actor, T trait) { Actor = actor; Trait = trait; }
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public static bool operator ==(TraitPair<T> me, TraitPair<T> other) { return me.Actor == other.Actor && Equals(me.Trait, other.Trait); }
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public static bool operator !=(TraitPair<T> me, TraitPair<T> other) { return !(me == other); }
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public override int GetHashCode() { return Actor.GetHashCode() ^ Trait.GetHashCode(); }
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public bool Equals(TraitPair<T> other) { return this == other; }
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public override bool Equals(object obj) { return obj is TraitPair<T> && Equals((TraitPair<T>)obj); }
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public override string ToString() { return Actor.Info.Name + "->" + Trait.GetType().Name; }
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}
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}
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