Files
OpenRA/OpenRA.Game/Traits/Player/Shroud.cs
2019-05-24 10:47:57 +02:00

421 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
namespace OpenRA.Traits
{
[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
public class ShroudInfo : ITraitInfo, ILobbyOptions
{
[Translate]
[Desc("Descriptive label for the fog checkbox in the lobby.")]
public readonly string FogCheckboxLabel = "Fog of War";
[Translate]
[Desc("Tooltip description for the fog checkbox in the lobby.")]
public readonly string FogCheckboxDescription = "Line of sight is required to view enemy forces";
[Desc("Default value of the fog checkbox in the lobby.")]
public readonly bool FogCheckboxEnabled = true;
[Desc("Prevent the fog enabled state from being changed in the lobby.")]
public readonly bool FogCheckboxLocked = false;
[Desc("Whether to display the fog checkbox in the lobby.")]
public readonly bool FogCheckboxVisible = true;
[Desc("Display order for the fog checkbox in the lobby.")]
public readonly int FogCheckboxDisplayOrder = 0;
[Translate]
[Desc("Descriptive label for the explored map checkbox in the lobby.")]
public readonly string ExploredMapCheckboxLabel = "Explored Map";
[Translate]
[Desc("Tooltip description for the explored map checkbox in the lobby.")]
public readonly string ExploredMapCheckboxDescription = "Initial map shroud is revealed";
[Desc("Default value of the explore map checkbox in the lobby.")]
public readonly bool ExploredMapCheckboxEnabled = false;
[Desc("Prevent the explore map enabled state from being changed in the lobby.")]
public readonly bool ExploredMapCheckboxLocked = false;
[Desc("Whether to display the explore map checkbox in the lobby.")]
public readonly bool ExploredMapCheckboxVisible = true;
[Desc("Display order for the explore map checkbox in the lobby.")]
public readonly int ExploredMapCheckboxDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("explored", ExploredMapCheckboxLabel, ExploredMapCheckboxDescription,
ExploredMapCheckboxVisible, ExploredMapCheckboxDisplayOrder, ExploredMapCheckboxEnabled, ExploredMapCheckboxLocked);
yield return new LobbyBooleanOption("fog", FogCheckboxLabel, FogCheckboxDescription,
FogCheckboxVisible, FogCheckboxDisplayOrder, FogCheckboxEnabled, FogCheckboxLocked);
}
public object Create(ActorInitializer init) { return new Shroud(init.Self, this); }
}
public class Shroud : ISync, INotifyCreated
{
public enum SourceType : byte { PassiveVisibility, Shroud, Visibility }
public event Action<IEnumerable<PPos>> CellsChanged;
enum ShroudCellType : byte { Shroud, Fog, Visible }
class ShroudSource
{
public readonly SourceType Type;
public readonly PPos[] ProjectedCells;
public ShroudSource(SourceType type, PPos[] projectedCells)
{
Type = type;
ProjectedCells = projectedCells;
}
}
readonly Actor self;
readonly ShroudInfo info;
readonly Map map;
// Individual shroud modifier sources (type and area)
readonly Dictionary<object, ShroudSource> sources = new Dictionary<object, ShroudSource>();
// Per-cell count of each source type, used to resolve the final cell type
readonly CellLayer<short> passiveVisibleCount;
readonly CellLayer<short> visibleCount;
readonly CellLayer<short> generatedShroudCount;
readonly CellLayer<bool> explored;
// Per-cell cache of the resolved cell type (shroud/fog/visible)
readonly CellLayer<ShroudCellType> resolvedType;
[Sync]
bool disabled;
public bool Disabled
{
get
{
return disabled;
}
set
{
if (disabled == value)
return;
disabled = value;
Invalidate(map.ProjectedCellBounds);
}
}
bool fogEnabled;
public bool FogEnabled { get { return !Disabled && fogEnabled; } }
public bool ExploreMapEnabled { get; private set; }
public int Hash { get; private set; }
// Enabled at runtime on first use
bool shroudGenerationEnabled;
bool passiveVisibilityEnabled;
public Shroud(Actor self, ShroudInfo info)
{
this.self = self;
this.info = info;
map = self.World.Map;
passiveVisibleCount = new CellLayer<short>(map);
visibleCount = new CellLayer<short>(map);
generatedShroudCount = new CellLayer<short>(map);
explored = new CellLayer<bool>(map);
// Defaults to 0 = Shroud
resolvedType = new CellLayer<ShroudCellType>(map);
}
void INotifyCreated.Created(Actor self)
{
var gs = self.World.LobbyInfo.GlobalSettings;
fogEnabled = gs.OptionOrDefault("fog", info.FogCheckboxEnabled);
ExploreMapEnabled = gs.OptionOrDefault("explored", info.ExploredMapCheckboxEnabled);
if (ExploreMapEnabled)
self.World.AddFrameEndTask(w => ExploreAll());
}
void Invalidate(IEnumerable<PPos> changed)
{
foreach (var puv in changed)
{
var uv = (MPos)puv;
var type = ShroudCellType.Shroud;
if (explored[uv] && (!shroudGenerationEnabled || generatedShroudCount[uv] == 0 || visibleCount[uv] > 0))
{
var count = visibleCount[uv];
if (passiveVisibilityEnabled)
count += passiveVisibleCount[uv];
type = count > 0 ? ShroudCellType.Visible : ShroudCellType.Fog;
}
resolvedType[uv] = type;
}
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 IEnumerable<PPos> ProjectedCellsInRange(Map map, WPos pos, WDist range, int maxHeightDelta = -1)
{
// Account for potential extra half-cell from odd-height terrain
var r = (range.Length + 1023 + 512) / 1024;
var limit = range.LengthSquared;
// Project actor position into the shroud plane
var projectedPos = pos - new WVec(0, pos.Z, pos.Z);
var projectedCell = map.CellContaining(projectedPos);
var projectedHeight = pos.Z / 512;
foreach (var c in map.FindTilesInCircle(projectedCell, r, true))
{
if ((map.CenterOfCell(c) - projectedPos).HorizontalLengthSquared <= limit)
{
var puv = (PPos)c.ToMPos(map);
if (maxHeightDelta < 0 || map.ProjectedHeight(puv) < projectedHeight + maxHeightDelta)
yield return puv;
}
}
}
public static IEnumerable<PPos> ProjectedCellsInRange(Map map, CPos cell, WDist range, int maxHeightDelta = -1)
{
return ProjectedCellsInRange(map, map.CenterOfCell(cell), range, maxHeightDelta);
}
public void AddSource(object key, SourceType type, PPos[] projectedCells)
{
if (sources.ContainsKey(key))
throw new InvalidOperationException("Attempting to add duplicate shroud source");
sources[key] = new ShroudSource(type, projectedCells);
foreach (var puv in projectedCells)
{
// Force cells outside the visible bounds invisible
if (!map.Contains(puv))
continue;
var uv = (MPos)puv;
switch (type)
{
case SourceType.PassiveVisibility:
passiveVisibilityEnabled = true;
passiveVisibleCount[uv]++;
explored[uv] = true;
break;
case SourceType.Visibility:
visibleCount[uv]++;
explored[uv] = true;
break;
case SourceType.Shroud:
shroudGenerationEnabled = true;
generatedShroudCount[uv]++;
break;
}
}
Invalidate(projectedCells);
}
public void RemoveSource(object key)
{
ShroudSource state;
if (!sources.TryGetValue(key, out state))
return;
foreach (var puv in state.ProjectedCells)
{
// Cells outside the visible bounds don't increment visibleCount
if (map.Contains(puv))
{
var uv = (MPos)puv;
switch (state.Type)
{
case SourceType.PassiveVisibility:
passiveVisibleCount[uv]--;
break;
case SourceType.Visibility:
visibleCount[uv]--;
break;
case SourceType.Shroud:
generatedShroudCount[uv]--;
break;
}
}
}
sources.Remove(key);
Invalidate(state.ProjectedCells);
}
public void ExploreProjectedCells(World world, IEnumerable<PPos> cells)
{
var changed = new HashSet<PPos>();
foreach (var puv in cells)
{
var uv = (MPos)puv;
if (map.Contains(puv) && !explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
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<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
if (!explored[uv] && s.explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
Invalidate(changed);
}
public void ExploreAll()
{
var changed = new List<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
if (!explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
Invalidate(changed);
}
public void ResetExploration()
{
var changed = new List<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
var visible = visibleCount[uv] + passiveVisibleCount[uv] > 0;
if (explored[uv] != visible)
{
explored[uv] = visible;
changed.Add(puv);
}
}
Invalidate(changed);
}
public bool IsExplored(WPos pos)
{
return IsExplored(map.ProjectedCellCovering(pos));
}
public bool IsExplored(CPos cell)
{
return IsExplored(cell.ToMPos(map));
}
public bool IsExplored(MPos uv)
{
if (!map.Contains(uv))
return false;
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsExplored(puv))
return true;
return false;
}
public bool IsExplored(PPos puv)
{
if (Disabled)
return map.Contains(puv);
var uv = (MPos)puv;
return resolvedType.Contains(uv) && resolvedType[uv] > ShroudCellType.Shroud;
}
public bool IsVisible(WPos pos)
{
return IsVisible(map.ProjectedCellCovering(pos));
}
public bool IsVisible(CPos cell)
{
return IsVisible(cell.ToMPos(map));
}
public bool IsVisible(MPos uv)
{
if (!resolvedType.Contains(uv))
return false;
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsVisible(puv))
return true;
return false;
}
// In internal shroud coords
public bool IsVisible(PPos puv)
{
if (!FogEnabled)
return map.Contains(puv);
var uv = (MPos)puv;
return resolvedType.Contains(uv) && resolvedType[uv] == ShroudCellType.Visible;
}
public bool Contains(PPos uv)
{
// Check that uv is inside the map area. There is nothing special
// about explored here: any of the CellLayers would have been suitable.
return explored.Contains((MPos)uv);
}
}
}