251 lines
6.3 KiB
C#
251 lines
6.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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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.Collections;
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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.Orders;
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using OpenRA.Support;
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using OpenRA.Traits;
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using XRandom = OpenRA.Thirdparty.Random;
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namespace OpenRA
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{
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public class World
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{
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internal TraitDictionary traitDict = new TraitDictionary();
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Set<Actor> actors = new Set<Actor>();
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List<IEffect> effects = new List<IEffect>();
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Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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public XRandom SharedRandom = new XRandom(0);
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public readonly Dictionary<int, Player> players = new Dictionary<int, Player>();
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public void AddPlayer(Player p) { players[p.Index] = p; }
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public bool GameHasStarted { get { return Game.orderManager.GameStarted; } }
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int localPlayerIndex;
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public Player LocalPlayer
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{
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get { return players.ContainsKey(localPlayerIndex) ? players[localPlayerIndex] : null; }
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}
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public void SetLocalPlayer(int index)
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{
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localPlayerIndex = index;
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}
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public readonly Actor WorldActor;
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public readonly PathFinder PathFinder;
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public readonly Map Map;
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public readonly TileSet TileSet;
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public readonly WorldRenderer WorldRenderer;
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public IOrderGenerator OrderGenerator = new UnitOrderGenerator();
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public 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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public World(Manifest manifest, Map map)
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{
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Map = map;
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TileSet = Rules.TileSets[Map.Tileset];
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TileSet.LoadTiles();
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WorldRenderer = new WorldRenderer(this);
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WorldActor = CreateActor( "World", new TypeDictionary() );
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Queries = new AllQueries(this);
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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.Values)
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foreach (var q in players.Values)
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = Stance.Neutral;
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PathFinder = new PathFinder(this);
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foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
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wlh.WorldLoaded(this);
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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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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);
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ActorAdded(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);
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ActorRemoved(a);
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}
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public void Add(IEffect b) { effects.Add(b); }
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public void Remove(IEffect b) { effects.Remove(b); }
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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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// Will do bad things in multiplayer games
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public bool DisableTick = false;
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public void Tick()
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{
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if (DisableTick)
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return;
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actors.DoTimed( x => x.Tick(), "expensive actor tick: {0} ({1:0.000} ms)", 0.001 );
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Queries.WithTraitMultiple<ITick>().DoTimed( x =>
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{
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x.Trait.Tick( x.Actor );
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}, "expensive trait tick: {0} ({1:0.000} ms)", 0.001 );
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effects.DoTimed( e => e.Tick( this ), "expensive effect tick: {0} ({1:0.000} ms)", 0.001 );
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Game.viewport.Tick();
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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WorldRenderer.Tick();
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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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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int ret = 0;
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foreach (var a in Actors)
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ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
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return ret;
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}
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}
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public class AllQueries
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{
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readonly World world;
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public readonly Cache<Player, OwnedByCachedView> OwnedBy;
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readonly TypeDictionary hasTrait = new TypeDictionary();
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public AllQueries( World world )
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{
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this.world = world;
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OwnedBy = new Cache<Player, OwnedByCachedView>(p => new OwnedByCachedView(world, world.actors, x => x.Owner == p));
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}
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public IEnumerable<TraitPair<T>> WithTrait<T>()
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{
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return world.traitDict.ActorsWithTraitMultiple<T>( world );
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}
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static CachedView<Actor, TraitPair<T>> WithTraitInner<T>( Set<Actor> set, TypeDictionary hasTrait )
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{
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var ret = hasTrait.GetOrDefault<CachedView<Actor, TraitPair<T>>>();
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if( ret != null )
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return ret;
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ret = new CachedView<Actor, TraitPair<T>>(
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set,
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x => x.HasTrait<T>(),
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x => new TraitPair<T> { Actor = x, Trait = x.Trait<T>() } );
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hasTrait.Add( ret );
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return ret;
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}
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public IEnumerable<TraitPair<T>> WithTraitMultiple<T>()
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{
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return world.traitDict.ActorsWithTraitMultiple<T>( world );
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}
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public class OwnedByCachedView : CachedView<Actor, Actor>
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{
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readonly TypeDictionary hasTrait = new TypeDictionary();
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public OwnedByCachedView( World world, Set<Actor> set, Func<Actor, bool> include )
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: base( set, include, a => a )
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{
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}
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public CachedView<Actor, TraitPair<T>> WithTrait<T>()
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{
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return WithTraitInner<T>( this, hasTrait );
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}
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}
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}
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public AllQueries Queries;
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}
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public struct TraitPair<T>
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{
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public Actor Actor;
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public T Trait;
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public override string ToString()
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{
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return "{0}->{1}".F( Actor.Info.Name, Trait.GetType().Name );
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}
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}
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}
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