146 lines
4.4 KiB
C#
146 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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using OpenRa.Game.Traits;
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using System.IO;
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namespace OpenRa.Game
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{
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sealed class Order
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{
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public readonly Player Player;
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public readonly string OrderString;
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public readonly Actor Subject;
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public readonly Actor TargetActor;
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public readonly int2 TargetLocation;
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public readonly string TargetString;
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Order(Player player, string orderString, Actor subject, Actor targetActor, int2 targetLocation, string targetString)
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{
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this.Player = player;
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this.OrderString = orderString;
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this.Subject = subject;
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this.TargetActor = targetActor;
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this.TargetLocation = targetLocation;
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this.TargetString = targetString;
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}
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public byte[] Serialize()
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{
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switch (OrderString)
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{
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// Format:
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// u32 : player, with msb set. (if msb is clear, not an order)
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// u8 : orderID.
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// 0xFF: Full serialized order.
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// varies: rest of order.
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default:
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// TODO: specific serializers for specific orders.
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{
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write((uint)Player.Index | 0x80000000u);
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w.Write((byte)0xFF);
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w.Write(OrderString);
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w.Write(Subject == null ? 0xFFFFFFFF : Subject.ActorID);
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w.Write(TargetActor == null ? 0xFFFFFFFF : TargetActor.ActorID);
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w.Write(TargetLocation.X);
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w.Write(TargetLocation.Y);
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w.Write(TargetString != null);
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if (TargetString != null)
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w.Write(TargetString);
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return ret.ToArray();
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}
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}
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}
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public static Order Deserialize(BinaryReader r, uint first)
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{
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if ((first >> 31) == 0) return null;
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var player = Game.players.Where(x => x.Value.Index == (first & 0x7FFFFFFF)).First().Value;
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switch (r.ReadByte())
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{
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case 0xFF:
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{
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var order = r.ReadString();
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var subject = ActorFromUInt(r.ReadUInt32());
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var targetActor = ActorFromUInt(r.ReadUInt32());
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var targetLocation = new int2(r.ReadInt32(), 0);
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targetLocation.Y = r.ReadInt32();
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var targetString = null as string;
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if (r.ReadBoolean())
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targetString = r.ReadString();
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return new Order(player, order, subject, targetActor, targetLocation, targetString);
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}
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default:
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throw new NotImplementedException();
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}
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}
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static Actor ActorFromUInt(uint aID)
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{
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if (aID == 0xFFFFFFFF) return null;
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return Game.world.Actors.Where(x => x.ActorID == aID).First();
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}
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// Named constructors for Orders.
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// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
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public static Order Chat(Player subject, string text)
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{
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return new Order(subject, "Chat", null, null, int2.Zero, text);
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}
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public static Order Attack(Actor subject, Actor target)
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{
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return new Order(subject.Owner, "Attack", subject, target, int2.Zero, null);
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}
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public static Order Move(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "Move", subject, null, target, null);
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}
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public static Order DeployMcv(Actor subject)
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{
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return new Order(subject.Owner, "DeployMcv", subject, null, int2.Zero, null);
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}
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public static Order PlaceBuilding(Player subject, int2 target, string buildingName)
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{
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return new Order(subject, "PlaceBuilding", null, null, target, buildingName);
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}
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public static Order DeliverOre(Actor subject, Actor target)
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{
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return new Order(subject.Owner, "DeliverOre", subject, target, int2.Zero, null);
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}
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public static Order Harvest(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "Harvest", subject, null, target, null);
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}
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public static Order StartProduction(Player subject, string item)
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{
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return new Order(subject, "StartProduction", null, null, int2.Zero, item );
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}
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public static Order PauseProduction(Player subject, string item, bool pause)
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{
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return new Order( subject, "PauseProduction", null, null, new int2(pause ?1:0,0), item );
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}
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public static Order CancelProduction(Player subject, string item)
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{
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return new Order( subject, "CancelProduction", null, null, int2.Zero, item );
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}
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public static Order SetRallyPoint(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "SetRallyPoint", subject, null, target, null );
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}
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}
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}
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