Files
OpenRA/OpenRA.Game/Traits/World/UnitInfluence.cs
2010-03-06 16:36:53 +13:00

121 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class UnitInfluenceInfo : ITraitInfo
{
public object Create( Actor self ) { return new UnitInfluence( self ); }
}
public class UnitInfluence : ITick
{
List<Actor>[,] influence;
Map map;
public UnitInfluence( Actor self )
{
map = self.World.Map;
var size = self.World.Map.MapSize;
influence = new List<Actor>[size, size];
for (int i = 0; i < size; i++)
for (int j = 0; j < size; j++)
influence[ i, j ] = new List<Actor>();
self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
}
public void Tick( Actor self )
{
// Does this belong here? NO, but it's your mess.
// Get the crushable actors
foreach (var aa in self.World.Queries.WithTrait<ICrushable>())
{
var a = aa.Actor;
// Are there any units in the same cell that can crush this?
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
{
// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
// If there is more than one, do action on the first crusher
var crusher = GetUnitsAt(cell).Where(b => a != b && self.World.IsActorCrushableByActor(a, b)).FirstOrDefault();
if (crusher != null)
{
Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
// Apply the crush action
foreach (var crush in a.traits.WithInterface<ICrushable>())
crush.OnCrush(crusher);
}
}
}
SanityCheck( self );
}
[Conditional( "SANITY_CHECKS" )]
void SanityCheck( Actor self )
{
for( int y = 0 ; y < self.World.Map.MapSize ; y++ )
for( int x = 0 ; x < self.World.Map.MapSize ; x++ )
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( var t in self.World.Queries.WithTraitMultiple<IOccupySpace>() )
foreach( var cell in t.Trait.OccupiedCells() )
if (!influence[cell.X, cell.Y].Contains(t.Actor))
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
Actor[] noActors = { };
public IEnumerable<Actor> GetUnitsAt( int2 a )
{
if (!map.IsInMap(a)) return noActors;
return influence[ a.X, a.Y ];
}
public void Add( Actor self, IOccupySpace unit )
{
foreach( var c in unit.OccupiedCells() )
influence[c.X, c.Y].Add(self);
}
public void Remove( Actor self, IOccupySpace unit )
{
if (unit != null)
foreach (var c in unit.OccupiedCells())
influence[c.X, c.Y].Remove(self);
}
public void Update(Actor self, IOccupySpace unit)
{
Remove(self, unit);
if (!self.IsDead) Add(self, unit);
}
}
}