300 lines
7.7 KiB
C#
300 lines
7.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Orders;
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using OpenRA.Support;
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using OpenRA.Traits;
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using XRandom = OpenRA.Thirdparty.Random;
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namespace OpenRA
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{
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public class World
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{
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internal TraitDictionary traitDict = new TraitDictionary();
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Set<Actor> actors = new Set<Actor>();
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List<IEffect> effects = new List<IEffect>();
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Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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public int FrameNumber { get { return orderManager.LocalFrameNumber; } }
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public int Timestep;
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internal readonly OrderManager orderManager;
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public Session LobbyInfo { get { return orderManager.LobbyInfo; } }
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public XRandom SharedRandom;
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public readonly List<Player> Players = new List<Player>();
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public void AddPlayer(Player p) { Players.Add(p); }
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public Player LocalPlayer { get; private set; }
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Player renderPlayer;
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public bool ObserveAfterWinOrLose;
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public Player RenderPlayer
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{
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get { return renderPlayer == null || (ObserveAfterWinOrLose && renderPlayer.WinState != WinState.Undefined) ? null : renderPlayer; }
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set { renderPlayer = value; }
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}
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public bool FogObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(a); }
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool ShroudObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(a); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public Rectangle? VisibleBounds
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{
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get
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{
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if (RenderPlayer == null)
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return null;
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return RenderPlayer.Shroud.ExploredBounds;
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}
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}
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public void SetLocalPlayer(string pr)
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{
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if (orderManager.Connection is ReplayConnection)
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return;
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LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
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RenderPlayer = LocalPlayer;
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}
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public readonly Actor WorldActor;
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public readonly Map Map;
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public readonly TileSet TileSet;
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public readonly ActorMap ActorMap;
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public readonly ScreenMap ScreenMap;
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public void IssueOrder(Order o) { orderManager.IssueOrder(o); } /* avoid exposing the OM to mod code */
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IOrderGenerator orderGenerator_;
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public IOrderGenerator OrderGenerator
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{
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get { return orderGenerator_; }
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set
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{
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Sync.AssertUnsynced("The current order generator may not be changed from synced code");
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orderGenerator_ = value;
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}
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}
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public Selection Selection = new Selection();
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public void CancelInputMode() { OrderGenerator = new UnitOrderGenerator(); }
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public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
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{
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if (OrderGenerator is T)
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{
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CancelInputMode();
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return false;
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}
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else
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{
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OrderGenerator = new T();
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return true;
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}
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}
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internal World(Manifest manifest, Map map, OrderManager orderManager, bool isShellmap)
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{
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IsShellmap = isShellmap;
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this.orderManager = orderManager;
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orderGenerator_ = new UnitOrderGenerator();
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Map = map;
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TileSet = Rules.TileSets[Map.Tileset];
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SharedRandom = new XRandom(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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WorldActor = CreateActor("World", new TypeDictionary());
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ActorMap = WorldActor.Trait<ActorMap>();
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ScreenMap = WorldActor.Trait<ScreenMap>();
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// Add players
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this);
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// Set defaults for any unset stances
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foreach (var p in Players)
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foreach (var q in Players)
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = Stance.Neutral;
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Sound.SoundVolumeModifier = 1.0f;
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}
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public void LoadComplete(WorldRenderer wr)
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{
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foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
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wlh.WorldLoaded(this, wr);
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}
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public Actor CreateActor(string name, TypeDictionary initDict)
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{
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return CreateActor(true, name, initDict);
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}
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public Actor CreateActor(bool addToWorld, string name, TypeDictionary initDict)
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{
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var a = new Actor(this, name, initDict);
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if (addToWorld)
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Add(a);
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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actors.Add(a);
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ActorAdded(a);
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foreach (var t in a.TraitsImplementing<INotifyAddedToWorld>())
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t.AddedToWorld(a);
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}
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public void Remove(Actor a)
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{
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a.IsInWorld = false;
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actors.Remove(a);
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ActorRemoved(a);
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foreach (var t in a.TraitsImplementing<INotifyRemovedFromWorld>())
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t.RemovedFromWorld(a);
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}
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public void Add(IEffect b) { effects.Add(b); }
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public void Remove(IEffect b) { effects.Remove(b); }
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public void AddFrameEndTask(Action<World> a) { frameEndActions.Enqueue(a); }
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool Paused { get; internal set; }
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public bool PredictedPaused { get; internal set; }
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public bool PauseStateLocked { get; set; }
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public bool IsShellmap = false;
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public int WorldTick { get; private set; }
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public void SetPauseState(bool paused)
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{
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if (PauseStateLocked)
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return;
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IssueOrder(Order.PauseGame(paused));
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PredictedPaused = paused;
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}
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public void SetLocalPauseState(bool paused)
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{
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Paused = PredictedPaused = paused;
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}
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public void Tick()
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{
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if (!Paused && (!IsShellmap || Game.Settings.Game.ShowShellmap))
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{
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WorldTick++;
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using (new PerfSample("tick_idle"))
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foreach (var ni in ActorsWithTrait<INotifyIdle>())
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if (ni.Actor.IsIdle)
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ni.Trait.TickIdle(ni.Actor);
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using (new PerfSample("tick_activities"))
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foreach (var a in actors)
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a.Tick();
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ActorsWithTrait<ITick>().DoTimed(x => x.Trait.Tick(x.Actor),
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"[{2}] Trait: {0} ({1:0.000} ms)",
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Game.Settings.Debug.LongTickThreshold);
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effects.DoTimed(e => e.Tick(this),
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"[{2}] Effect: {0} ({1:0.000} ms)",
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Game.Settings.Debug.LongTickThreshold);
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}
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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// For things that want to update their render state once per tick, ignoring pause state
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public void TickRender(WorldRenderer wr)
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{
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ActorsWithTrait<ITickRender>().Do(x => x.Trait.TickRender(wr, x.Actor));
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}
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public IEnumerable<Actor> Actors { get { return actors; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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uint nextAID = 0;
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internal uint NextAID()
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{
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return nextAID++;
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}
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public int SyncHash()
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{
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//using (new PerfSample("synchash"))
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{
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int n = 0;
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int ret = 0;
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// hash all the actors
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foreach (var a in Actors)
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ret += n++ * (int)(1 + a.ActorID) * Sync.CalculateSyncHash(a);
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// hash all the traits that tick
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foreach (var x in traitDict.ActorsWithTraitMultiple<ISync>(this))
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ret += n++ * (int)(1 + x.Actor.ActorID) * Sync.CalculateSyncHash(x.Trait);
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// TODO: don't go over all effects
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foreach (var e in Effects)
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{
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var sync = e as ISync;
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if (sync != null)
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ret += n++ * Sync.CalculateSyncHash(sync);
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}
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// Hash the shared rng
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ret += SharedRandom.Last;
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return ret;
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}
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}
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public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
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{
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return traitDict.ActorsWithTraitMultiple<T>(this);
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}
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}
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public struct TraitPair<T>
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{
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public Actor Actor;
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public T Trait;
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public override string ToString()
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{
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return "{0}->{1}".F(Actor.Info.Name, Trait.GetType().Name);
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}
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}
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}
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