Files
OpenRA/OpenRA.Game/Player.cs
RoosterDragon d1960258db Speed up Player.CanViewActor.
Create Actor.CanBeViewedByPlayer and simply call this instead. The actor can cache all trait lookups on construction to avoid them being repeated for every visibility check.
2015-09-06 23:29:09 +01:00

202 lines
5.7 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;
using Eluant;
using Eluant.ObjectBinding;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA
{
public enum PowerState { Normal, Low, Critical }
public enum WinState { Undefined, Won, Lost }
public class Player : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding
{
public readonly Actor PlayerActor;
public readonly HSLColor Color;
public readonly string PlayerName;
public readonly string InternalName;
public readonly FactionInfo Faction;
public readonly bool NonCombatant = false;
public readonly bool Playable = true;
public readonly int ClientIndex;
public readonly PlayerReference PlayerReference;
/// <summary>The faction (including Random, etc) that was selected in the lobby.</summary>
public readonly FactionInfo DisplayFaction;
public WinState WinState = WinState.Undefined;
public bool IsBot;
public int SpawnPoint;
public bool HasObjectives = false;
public bool Spectating;
public Shroud Shroud;
public World World { get; private set; }
readonly IFogVisibilityModifier[] fogVisibilities;
static FactionInfo ChooseFaction(World world, string name, bool requireSelectable = true)
{
var selectableFactions = world.Map.Rules.Actors["world"].Traits
.WithInterface<FactionInfo>().Where(f => !requireSelectable || f.Selectable)
.ToList();
var selected = selectableFactions.FirstOrDefault(f => f.InternalName == name)
?? selectableFactions.Random(world.SharedRandom);
// Don't loop infinite
for (var i = 0; i <= 10 && selected.RandomFactionMembers.Any(); i++)
{
var faction = selected.RandomFactionMembers.Random(world.SharedRandom);
selected = selectableFactions.FirstOrDefault(f => f.InternalName == faction);
if (selected == null)
throw new YamlException("Unknown faction: {0}".F(faction));
}
return selected;
}
static FactionInfo ChooseDisplayFaction(World world, string factionName)
{
var factions = world.Map.Rules.Actors["world"].Traits.WithInterface<FactionInfo>().ToArray();
return factions.FirstOrDefault(f => f.InternalName == factionName) ?? factions.First();
}
public Player(World world, Session.Client client, PlayerReference pr)
{
string botType;
World = world;
InternalName = pr.Name;
PlayerReference = pr;
// Real player or host-created bot
if (client != null)
{
ClientIndex = client.Index;
Color = client.Color;
PlayerName = client.Name;
botType = client.Bot;
Faction = ChooseFaction(world, client.Faction, !pr.LockFaction);
DisplayFaction = ChooseDisplayFaction(world, client.Faction);
}
else
{
// Map player
ClientIndex = 0; // Owned by the host (TODO: fix this)
Color = pr.Color;
PlayerName = pr.Name;
NonCombatant = pr.NonCombatant;
Playable = pr.Playable;
Spectating = pr.Spectating;
botType = pr.Bot;
Faction = ChooseFaction(world, pr.Faction, false);
DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
}
PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
Shroud = PlayerActor.Trait<Shroud>();
fogVisibilities = PlayerActor.TraitsImplementing<IFogVisibilityModifier>().ToArray();
// Enable the bot logic on the host
IsBot = botType != null;
if (IsBot && Game.IsHost)
{
var logic = PlayerActor.TraitsImplementing<IBot>().FirstOrDefault(b => b.Info.Name == botType);
if (logic == null)
Log.Write("debug", "Invalid bot type: {0}", botType);
else
logic.Activate(this);
}
}
public override string ToString()
{
return "{0} ({1})".F(PlayerName, ClientIndex);
}
public Dictionary<Player, Stance> Stances = new Dictionary<Player, Stance>();
public bool IsAlliedWith(Player p)
{
// Observers are considered allies to active combatants
return p == null || Stances[p] == Stance.Ally || (p.Spectating && !NonCombatant);
}
public void SetStance(Player target, Stance s)
{
var oldStance = Stances[target];
Stances[target] = s;
target.Shroud.UpdatePlayerStance(World, this, oldStance, s);
Shroud.UpdatePlayerStance(World, target, oldStance, s);
foreach (var nsc in World.ActorsWithTrait<INotifyStanceChanged>())
nsc.Trait.StanceChanged(nsc.Actor, this, target, oldStance, s);
}
public bool CanViewActor(Actor a)
{
return a.CanBeViewedByPlayer(this);
}
public bool CanTargetActor(Actor a)
{
if (HasFogVisibility)
return true;
return CanViewActor(a);
}
public bool HasFogVisibility { get { return fogVisibilities.Any(f => f.HasFogVisibility(this)); } }
#region Scripting interface
Lazy<ScriptPlayerInterface> luaInterface;
public void OnScriptBind(ScriptContext context)
{
if (luaInterface == null)
luaInterface = Exts.Lazy(() => new ScriptPlayerInterface(context, this));
}
public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
{
get { return luaInterface.Value[runtime, keyValue]; }
set { luaInterface.Value[runtime, keyValue] = value; }
}
public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
{
Player a, b;
if (!left.TryGetClrValue(out a) || !right.TryGetClrValue(out b))
return false;
return a == b;
}
public LuaValue ToString(LuaRuntime runtime)
{
return "Player ({0})".F(PlayerName);
}
#endregion
}
}