411 lines
10 KiB
C#
411 lines
10 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 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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namespace OpenRA.Traits
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{
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[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
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public class ShroudInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new Shroud(init.Self); }
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}
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public class Shroud
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{
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[Sync] public bool Disabled;
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public event Action<IEnumerable<CPos>> CellsChanged;
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readonly Actor self;
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readonly Map map;
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readonly CellLayer<short> visibleCount;
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readonly CellLayer<short> generatedShroudCount;
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readonly CellLayer<bool> explored;
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readonly Lazy<IFogVisibilityModifier[]> fogVisibilities;
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// Cache of visibility that was added, so no matter what crazy trait code does, it
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// can't make us invalid.
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readonly Dictionary<Actor, CPos[]> visibility = new Dictionary<Actor, CPos[]>();
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readonly Dictionary<Actor, CPos[]> generation = new Dictionary<Actor, CPos[]>();
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public int Hash { get; private set; }
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static readonly Func<MPos, bool> TruthPredicate = _ => true;
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readonly Func<MPos, bool> shroudEdgeTest;
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readonly Func<MPos, bool> fastExploredTest;
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readonly Func<MPos, bool> slowExploredTest;
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readonly Func<MPos, bool> fastVisibleTest;
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readonly Func<MPos, bool> slowVisibleTest;
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public Shroud(Actor self)
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{
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this.self = self;
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map = self.World.Map;
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visibleCount = new CellLayer<short>(map);
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generatedShroudCount = new CellLayer<short>(map);
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explored = new CellLayer<bool>(map);
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self.World.ActorAdded += a => { CPos[] visible = null; AddVisibility(a, ref visible); };
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self.World.ActorRemoved += RemoveVisibility;
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self.World.ActorAdded += a => { CPos[] shrouded = null; AddShroudGeneration(a, ref shrouded); };
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self.World.ActorRemoved += RemoveShroudGeneration;
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fogVisibilities = Exts.Lazy(() => self.TraitsImplementing<IFogVisibilityModifier>().ToArray());
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shroudEdgeTest = map.Contains;
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fastExploredTest = IsExploredCore;
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slowExploredTest = IsExplored;
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fastVisibleTest = IsVisibleCore;
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slowVisibleTest = IsVisible;
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}
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void Invalidate(IEnumerable<CPos> changed)
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{
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if (CellsChanged != null)
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CellsChanged(changed);
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var oldHash = Hash;
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Hash = Sync.HashPlayer(self.Owner) + self.World.WorldTick * 3;
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// Invalidate may be called multiple times in one world tick, which is decoupled from rendering.
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if (oldHash == Hash)
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Hash += 1;
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}
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public static void UpdateVisibility(IEnumerable<Shroud> shrouds, Actor actor)
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{
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CPos[] visbility = null;
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foreach (var shroud in shrouds)
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shroud.UpdateVisibility(actor, ref visbility);
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}
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public static void UpdateShroudGeneration(IEnumerable<Shroud> shrouds, Actor actor)
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{
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CPos[] shrouded = null;
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foreach (var shroud in shrouds)
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shroud.UpdateShroudGeneration(actor, ref shrouded);
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}
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static CPos[] FindVisibleTiles(Actor actor, WRange range)
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{
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return GetVisOrigins(actor).SelectMany(o => FindVisibleTiles(actor.World, o, range)).Distinct().ToArray();
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}
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static IEnumerable<CPos> FindVisibleTiles(World world, CPos position, WRange radius)
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{
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var map = world.Map;
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var r = (radius.Range + 1023) / 1024;
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var limit = radius.RangeSquared;
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var pos = map.CenterOfCell(position);
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foreach (var cell in map.FindTilesInCircle(position, r))
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if ((map.CenterOfCell(cell) - pos).HorizontalLengthSquared <= limit)
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yield return cell;
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}
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void AddVisibility(Actor a, ref CPos[] visible)
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{
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var rs = a.TraitOrDefault<RevealsShroud>();
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if (rs == null || !a.Owner.IsAlliedWith(self.Owner) || rs.Range == WRange.Zero)
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return;
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// Lazily generate the visible tiles, allowing the caller to re-use them if desired.
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visible = visible ?? FindVisibleTiles(a, rs.Range);
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foreach (var c in visible)
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{
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var uv = c.ToMPos(map);
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visibleCount[uv]++;
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explored[uv] = true;
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}
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if (visibility.ContainsKey(a))
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throw new InvalidOperationException("Attempting to add duplicate actor visibility");
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visibility[a] = visible;
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Invalidate(visible);
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}
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void RemoveVisibility(Actor a)
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{
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CPos[] visible;
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if (!visibility.TryGetValue(a, out visible))
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return;
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foreach (var c in visible)
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visibleCount[c.ToMPos(map)]--;
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visibility.Remove(a);
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Invalidate(visible);
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}
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void UpdateVisibility(Actor a, ref CPos[] visible)
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{
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// Actors outside the world don't have any vis
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if (!a.IsInWorld)
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return;
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RemoveVisibility(a);
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AddVisibility(a, ref visible);
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}
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void AddShroudGeneration(Actor a, ref CPos[] shrouded)
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{
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var cs = a.TraitOrDefault<CreatesShroud>();
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if (cs == null || a.Owner.IsAlliedWith(self.Owner) || cs.Range == WRange.Zero)
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return;
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// Lazily generate the shrouded tiles, allowing the caller to re-use them if desired.
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shrouded = shrouded ?? FindVisibleTiles(a, cs.Range);
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foreach (var c in shrouded)
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generatedShroudCount[c]++;
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if (generation.ContainsKey(a))
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throw new InvalidOperationException("Attempting to add duplicate shroud generation");
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generation[a] = shrouded;
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Invalidate(shrouded);
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}
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void RemoveShroudGeneration(Actor a)
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{
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CPos[] shrouded;
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if (!generation.TryGetValue(a, out shrouded))
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return;
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foreach (var c in shrouded)
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generatedShroudCount[c]--;
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generation.Remove(a);
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Invalidate(shrouded);
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}
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void UpdateShroudGeneration(Actor a, ref CPos[] shrouded)
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{
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RemoveShroudGeneration(a);
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AddShroudGeneration(a, ref shrouded);
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}
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public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
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{
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if (oldStance == newStance)
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return;
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foreach (var a in w.Actors.Where(a => a.Owner == player))
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{
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CPos[] visible = null;
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UpdateVisibility(a, ref visible);
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CPos[] shrouded = null;
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UpdateShroudGeneration(a, ref shrouded);
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}
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}
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public static IEnumerable<CPos> GetVisOrigins(Actor a)
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{
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var ios = a.OccupiesSpace;
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if (ios != null)
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{
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var cells = ios.OccupiedCells();
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if (cells.Any())
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return cells.Select(c => c.First);
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}
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return new[] { a.World.Map.CellContaining(a.CenterPosition) };
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}
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public void Explore(World world, CPos center, WRange range)
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{
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var changed = new List<CPos>();
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foreach (var c in FindVisibleTiles(world, center, range))
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{
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if (!explored[c])
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{
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explored[c] = true;
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changed.Add(c);
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}
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}
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Invalidate(changed);
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}
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public void Explore(Shroud s)
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{
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if (map.Bounds != s.map.Bounds)
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throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
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var changed = new List<CPos>();
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foreach (var uv in map.CellsInsideBounds.MapCoords)
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{
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if (!explored[uv] && s.explored[uv])
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{
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explored[uv] = true;
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changed.Add(uv.ToCPos(map));
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}
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}
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Invalidate(changed);
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}
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public void ExploreAll(World world)
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{
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var changed = new List<CPos>();
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foreach (var uv in map.CellsInsideBounds.MapCoords)
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{
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if (!explored[uv])
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{
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explored[uv] = true;
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changed.Add(uv.ToCPos(map));
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}
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}
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Invalidate(changed);
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}
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public void ResetExploration()
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{
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var changed = new List<CPos>();
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foreach (var uv in map.CellsInsideBounds.MapCoords)
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{
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var visible = visibleCount[uv] > 0;
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if (explored[uv] != visible)
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{
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explored[uv] = visible;
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changed.Add(uv.ToCPos(map));
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}
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}
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Invalidate(changed);
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}
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public bool IsExplored(WPos pos)
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{
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return IsExplored(map.CellContaining(pos));
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}
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public bool IsExplored(CPos cell)
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{
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return IsExplored(cell.ToMPos(map));
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}
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public bool IsExplored(MPos uv)
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{
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if (!map.Contains(uv))
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return false;
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if (!ShroudEnabled)
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return true;
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return IsExploredCore(uv);
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}
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bool ShroudEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Shroud; } }
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bool IsExploredCore(MPos uv)
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{
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return explored[uv] && (generatedShroudCount[uv] == 0 || visibleCount[uv] > 0);
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}
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public Func<MPos, bool> IsExploredTest(CellRegion region)
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{
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// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
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if (!map.CellsInsideBounds.Contains(region))
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return slowExploredTest;
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// If shroud isn't enabled, then we can see everything inside the map.
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if (!ShroudEnabled)
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return shroudEdgeTest;
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// If shroud is enabled, we can use the fast test that just does the core check.
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return fastExploredTest;
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}
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public bool IsExplored(Actor a)
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{
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return GetVisOrigins(a).Any(IsExplored);
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}
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public bool IsVisible(WPos pos)
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{
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return IsVisible(map.CellContaining(pos));
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}
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public bool IsVisible(CPos cell)
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{
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var uv = cell.ToMPos(map);
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return IsVisible(uv);
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}
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bool IsVisible(MPos uv)
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{
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if (!map.Contains(uv))
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return false;
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if (!FogEnabled)
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return true;
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return IsVisibleCore(uv);
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}
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bool FogEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Fog; } }
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bool IsVisibleCore(MPos uv)
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{
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return visibleCount[uv] > 0;
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}
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public Func<MPos, bool> IsVisibleTest(CellRegion region)
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{
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// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
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if (!map.CellsInsideBounds.Contains(region))
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return slowVisibleTest;
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// If fog isn't enabled, then we can see everything.
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if (!FogEnabled)
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return TruthPredicate;
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// If fog is enabled, we can use the fast test that just does the core check.
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return fastVisibleTest;
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}
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// Actors are hidden under shroud, but not under fog by default
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public bool IsVisible(Actor a)
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{
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
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return false;
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return a.Owner.IsAlliedWith(self.Owner) || IsExplored(a);
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}
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public bool IsTargetable(Actor a)
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{
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if (HasFogVisibility())
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return true;
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, self.Owner)))
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return false;
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return GetVisOrigins(a).Any(IsVisible);
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}
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public bool HasFogVisibility()
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{
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return fogVisibilities.Value.Any(f => f.HasFogVisibility(self.Owner));
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}
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}
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}
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