Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
Chris Forbes 9bdcd17db8 blah
2010-03-30 07:55:18 +13:00

110 lines
3.0 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.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
class ShroudInfo : ITraitInfo
{
public object Create(Actor self) { return new Shroud(self, this); }
}
class Shroud
{
Map map;
int[,] visibleCells;
bool[,] exploredCells;
public Shroud(Actor self, ShroudInfo info)
{
map = self.World.Map;
visibleCells = new int[map.MapSize, map.MapSize];
exploredCells = new bool[map.MapSize, map.MapSize];
self.World.ActorAdded += AddActor;
self.World.ActorRemoved += RemoveActor;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
class ActorVisibility { public int range; public int2[] vis; }
Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
void AddActor(Actor a)
{
if (a.Owner != a.Owner.World.LocalPlayer) return;
var v = new ActorVisibility
{
range = a.Info.Traits.Get<OwnedActorInfo>().Sight,
vis = GetVisOrigins(a).ToArray()
};
foreach (var p in v.vis)
foreach (var q in a.World.FindTilesInCircle(p, v.range))
{
++visibleCells[q.X, q.Y];
exploredCells[q.X, q.Y] = true;
}
vis[a] = v;
}
static IEnumerable<int2> GetVisOrigins(Actor a)
{
if (a.Info.Traits.Contains<BuildingInfo>())
{
var bi = a.Info.Traits.Get<BuildingInfo>();
return Footprint.Tiles(a.Info.Name, bi, a.Location);
}
else
{
var mobile = a.traits.GetOrDefault<Mobile>();
if (mobile != null)
return new[] { mobile.fromCell, mobile.toCell };
else
return new[] { (1f / Game.CellSize * a.CenterLocation).ToInt2() };
}
}
void RemoveActor(Actor a)
{
ActorVisibility v;
if (!vis.TryGetValue(a, out v)) return;
foreach (var p in v.vis)
foreach (var q in a.World.FindTilesInCircle(p, v.range))
--visibleCells[q.X, q.Y];
vis.Remove(a);
}
public void UpdateActor(Actor a)
{
if (a.Owner != a.Owner.World.LocalPlayer) return;
RemoveActor(a); AddActor(a);
}
}
}