Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs

411 lines
10 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;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Traits
{
[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.Self); }
}
public class Shroud
{
[Sync] public bool Disabled;
public event Action<IEnumerable<CPos>> CellsChanged;
readonly Actor self;
readonly Map map;
readonly CellLayer<short> visibleCount;
readonly CellLayer<short> generatedShroudCount;
readonly CellLayer<bool> explored;
readonly Lazy<IFogVisibilityModifier[]> fogVisibilities;
// Cache of visibility that was added, so no matter what crazy trait code does, it
// can't make us invalid.
readonly Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
readonly Dictionary<Actor, CPos[]> generation = new Dictionary<Actor, CPos[]>();
public int Hash { get; private set; }
static readonly Func<MPos, bool> TruthPredicate = _ => true;
readonly Func<MPos, bool> shroudEdgeTest;
readonly Func<MPos, bool> fastExploredTest;
readonly Func<MPos, bool> slowExploredTest;
readonly Func<MPos, bool> fastVisibleTest;
readonly Func<MPos, bool> slowVisibleTest;
public Shroud(Actor self)
{
this.self = self;
map = self.World.Map;
visibleCount = new CellLayer<short>(map);
generatedShroudCount = new CellLayer<short>(map);
explored = new CellLayer<bool>(map);
self.World.ActorAdded += a => { CPos[] visible = null; AddVisibility(a, ref visible); };
self.World.ActorRemoved += RemoveVisibility;
self.World.ActorAdded += a => { CPos[] shrouded = null; AddShroudGeneration(a, ref shrouded); };
self.World.ActorRemoved += RemoveShroudGeneration;
fogVisibilities = Exts.Lazy(() => self.TraitsImplementing<IFogVisibilityModifier>().ToArray());
shroudEdgeTest = map.Contains;
fastExploredTest = IsExploredCore;
slowExploredTest = IsExplored;
fastVisibleTest = IsVisibleCore;
slowVisibleTest = IsVisible;
}
void Invalidate(IEnumerable<CPos> changed)
{
if (CellsChanged != null)
CellsChanged(changed);
var oldHash = Hash;
Hash = Sync.HashPlayer(self.Owner) + self.World.WorldTick * 3;
// Invalidate may be called multiple times in one world tick, which is decoupled from rendering.
if (oldHash == Hash)
Hash += 1;
}
public static void UpdateVisibility(IEnumerable<Shroud> shrouds, Actor actor)
{
CPos[] visbility = null;
foreach (var shroud in shrouds)
shroud.UpdateVisibility(actor, ref visbility);
}
public static void UpdateShroudGeneration(IEnumerable<Shroud> shrouds, Actor actor)
{
CPos[] shrouded = null;
foreach (var shroud in shrouds)
shroud.UpdateShroudGeneration(actor, ref shrouded);
}
static CPos[] FindVisibleTiles(Actor actor, WRange range)
{
return GetVisOrigins(actor).SelectMany(o => FindVisibleTiles(actor.World, o, range)).Distinct().ToArray();
}
static IEnumerable<CPos> FindVisibleTiles(World world, CPos position, WRange radius)
{
var map = world.Map;
var r = (radius.Range + 1023) / 1024;
var limit = radius.RangeSquared;
var pos = map.CenterOfCell(position);
foreach (var cell in map.FindTilesInCircle(position, r))
if ((map.CenterOfCell(cell) - pos).HorizontalLengthSquared <= limit)
yield return cell;
}
void AddVisibility(Actor a, ref CPos[] visible)
{
var rs = a.TraitOrDefault<RevealsShroud>();
if (rs == null || !a.Owner.IsAlliedWith(self.Owner) || rs.Range == WRange.Zero)
return;
// Lazily generate the visible tiles, allowing the caller to re-use them if desired.
visible = visible ?? FindVisibleTiles(a, rs.Range);
foreach (var c in visible)
{
var uv = c.ToMPos(map);
visibleCount[uv]++;
explored[uv] = true;
}
if (visibility.ContainsKey(a))
throw new InvalidOperationException("Attempting to add duplicate actor visibility");
visibility[a] = visible;
Invalidate(visible);
}
void RemoveVisibility(Actor a)
{
CPos[] visible;
if (!visibility.TryGetValue(a, out visible))
return;
foreach (var c in visible)
visibleCount[c.ToMPos(map)]--;
visibility.Remove(a);
Invalidate(visible);
}
void UpdateVisibility(Actor a, ref CPos[] visible)
{
// Actors outside the world don't have any vis
if (!a.IsInWorld)
return;
RemoveVisibility(a);
AddVisibility(a, ref visible);
}
void AddShroudGeneration(Actor a, ref CPos[] shrouded)
{
var cs = a.TraitOrDefault<CreatesShroud>();
if (cs == null || a.Owner.IsAlliedWith(self.Owner) || cs.Range == WRange.Zero)
return;
// Lazily generate the shrouded tiles, allowing the caller to re-use them if desired.
shrouded = shrouded ?? FindVisibleTiles(a, cs.Range);
foreach (var c in shrouded)
generatedShroudCount[c]++;
if (generation.ContainsKey(a))
throw new InvalidOperationException("Attempting to add duplicate shroud generation");
generation[a] = shrouded;
Invalidate(shrouded);
}
void RemoveShroudGeneration(Actor a)
{
CPos[] shrouded;
if (!generation.TryGetValue(a, out shrouded))
return;
foreach (var c in shrouded)
generatedShroudCount[c]--;
generation.Remove(a);
Invalidate(shrouded);
}
void UpdateShroudGeneration(Actor a, ref CPos[] shrouded)
{
RemoveShroudGeneration(a);
AddShroudGeneration(a, ref shrouded);
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
{
if (oldStance == newStance)
return;
foreach (var a in w.Actors.Where(a => a.Owner == player))
{
CPos[] visible = null;
UpdateVisibility(a, ref visible);
CPos[] shrouded = null;
UpdateShroudGeneration(a, ref shrouded);
}
}
public static IEnumerable<CPos> GetVisOrigins(Actor a)
{
var ios = a.OccupiesSpace;
if (ios != null)
{
var cells = ios.OccupiedCells();
if (cells.Any())
return cells.Select(c => c.First);
}
return new[] { a.World.Map.CellContaining(a.CenterPosition) };
}
public void Explore(World world, CPos center, WRange range)
{
var changed = new List<CPos>();
foreach (var c in FindVisibleTiles(world, center, range))
{
if (!explored[c])
{
explored[c] = true;
changed.Add(c);
}
}
Invalidate(changed);
}
public void Explore(Shroud s)
{
if (map.Bounds != s.map.Bounds)
throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
var changed = new List<CPos>();
foreach (var uv in map.CellsInsideBounds.MapCoords)
{
if (!explored[uv] && s.explored[uv])
{
explored[uv] = true;
changed.Add(uv.ToCPos(map));
}
}
Invalidate(changed);
}
public void ExploreAll(World world)
{
var changed = new List<CPos>();
foreach (var uv in map.CellsInsideBounds.MapCoords)
{
if (!explored[uv])
{
explored[uv] = true;
changed.Add(uv.ToCPos(map));
}
}
Invalidate(changed);
}
public void ResetExploration()
{
var changed = new List<CPos>();
foreach (var uv in map.CellsInsideBounds.MapCoords)
{
var visible = visibleCount[uv] > 0;
if (explored[uv] != visible)
{
explored[uv] = visible;
changed.Add(uv.ToCPos(map));
}
}
Invalidate(changed);
}
public bool IsExplored(WPos pos)
{
return IsExplored(map.CellContaining(pos));
}
public bool IsExplored(CPos cell)
{
return IsExplored(cell.ToMPos(map));
}
public bool IsExplored(MPos uv)
{
if (!map.Contains(uv))
return false;
if (!ShroudEnabled)
return true;
return IsExploredCore(uv);
}
bool ShroudEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Shroud; } }
bool IsExploredCore(MPos uv)
{
return explored[uv] && (generatedShroudCount[uv] == 0 || visibleCount[uv] > 0);
}
public Func<MPos, bool> IsExploredTest(CellRegion region)
{
// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
if (!map.CellsInsideBounds.Contains(region))
return slowExploredTest;
// If shroud isn't enabled, then we can see everything inside the map.
if (!ShroudEnabled)
return shroudEdgeTest;
// If shroud is enabled, we can use the fast test that just does the core check.
return fastExploredTest;
}
public bool IsExplored(Actor a)
{
return GetVisOrigins(a).Any(IsExplored);
}
public bool IsVisible(WPos pos)
{
return IsVisible(map.CellContaining(pos));
}
public bool IsVisible(CPos cell)
{
var uv = cell.ToMPos(map);
return IsVisible(uv);
}
bool IsVisible(MPos uv)
{
if (!map.Contains(uv))
return false;
if (!FogEnabled)
return true;
return IsVisibleCore(uv);
}
bool FogEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Fog; } }
bool IsVisibleCore(MPos uv)
{
return visibleCount[uv] > 0;
}
public Func<MPos, bool> IsVisibleTest(CellRegion region)
{
// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
if (!map.CellsInsideBounds.Contains(region))
return slowVisibleTest;
// If fog isn't enabled, then we can see everything.
if (!FogEnabled)
return TruthPredicate;
// If fog is enabled, we can use the fast test that just does the core check.
return fastVisibleTest;
}
// Actors are hidden under shroud, but not under fog by default
public bool IsVisible(Actor a)
{
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
return false;
return a.Owner.IsAlliedWith(self.Owner) || IsExplored(a);
}
public bool IsTargetable(Actor a)
{
if (HasFogVisibility())
return true;
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
return false;
return GetVisOrigins(a).Any(IsVisible);
}
public bool HasFogVisibility()
{
return fogVisibilities.Value.Any(f => f.HasFogVisibility(self.Owner));
}
}
}