Files
OpenRA/OpenRa.Game/Order.cs

146 lines
4.4 KiB
C#

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