Files
OpenRA/OpenRA.Game/Traits/Player/Shroud.cs
2024-10-04 15:11:27 +03:00

516 lines
14 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
namespace OpenRA.Traits
{
[TraitLocation(SystemActors.Player | SystemActors.EditorPlayer)]
[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
public class ShroudInfo : TraitInfo, ILobbyOptions
{
[FluentReference]
[Desc("Descriptive label for the fog checkbox in the lobby.")]
public readonly string FogCheckboxLabel = "checkbox-fog-of-war.label";
[FluentReference]
[Desc("Tooltip description for the fog checkbox in the lobby.")]
public readonly string FogCheckboxDescription = "checkbox-fog-of-war.description";
[Desc("Default value of the fog checkbox in the lobby.")]
public readonly bool FogCheckboxEnabled = true;
[Desc("Prevent the fog enabled state from being changed in the lobby.")]
public readonly bool FogCheckboxLocked = false;
[Desc("Whether to display the fog checkbox in the lobby.")]
public readonly bool FogCheckboxVisible = true;
[Desc("Display order for the fog checkbox in the lobby.")]
public readonly int FogCheckboxDisplayOrder = 0;
[FluentReference]
[Desc("Descriptive label for the explored map checkbox in the lobby.")]
public readonly string ExploredMapCheckboxLabel = "checkbox-explored-map.label";
[FluentReference]
[Desc("Tooltip description for the explored map checkbox in the lobby.")]
public readonly string ExploredMapCheckboxDescription = "checkbox-explored-map.description";
[Desc("Default value of the explore map checkbox in the lobby.")]
public readonly bool ExploredMapCheckboxEnabled = false;
[Desc("Prevent the explore map enabled state from being changed in the lobby.")]
public readonly bool ExploredMapCheckboxLocked = false;
[Desc("Whether to display the explore map checkbox in the lobby.")]
public readonly bool ExploredMapCheckboxVisible = true;
[Desc("Display order for the explore map checkbox in the lobby.")]
public readonly int ExploredMapCheckboxDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
{
yield return new LobbyBooleanOption(map, "explored", ExploredMapCheckboxLabel, ExploredMapCheckboxDescription,
ExploredMapCheckboxVisible, ExploredMapCheckboxDisplayOrder, ExploredMapCheckboxEnabled, ExploredMapCheckboxLocked);
yield return new LobbyBooleanOption(map, "fog", FogCheckboxLabel, FogCheckboxDescription,
FogCheckboxVisible, FogCheckboxDisplayOrder, FogCheckboxEnabled, FogCheckboxLocked);
}
public override object Create(ActorInitializer init) { return new Shroud(init.Self, this); }
}
public class Shroud : ISync, INotifyCreated, ITick
{
public enum SourceType : byte { PassiveVisibility, Shroud, Visibility }
public event Action<PPos> OnShroudChanged;
public int RevealedCells { get; private set; }
enum ShroudCellType : byte { Shroud, Fog, Visible }
sealed class ShroudSource
{
public readonly SourceType Type;
public readonly PPos[] ProjectedCells;
public ShroudSource(SourceType type, PPos[] projectedCells)
{
Type = type;
ProjectedCells = projectedCells;
}
}
// Visible is not a super set of Explored. IsExplored may return false even if IsVisible returns true.
[Flags]
public enum CellVisibility : byte { Hidden = 0x0, Explored = 0x1, Visible = 0x2 }
readonly ShroudInfo info;
readonly Map map;
// Individual shroud modifier sources (type and area)
readonly Dictionary<object, ShroudSource> sources = new();
// Per-cell count of each source type, used to resolve the final cell type
readonly ProjectedCellLayer<short> passiveVisibleCount;
readonly ProjectedCellLayer<short> visibleCount;
readonly ProjectedCellLayer<short> generatedShroudCount;
readonly ProjectedCellLayer<bool> explored;
readonly ProjectedCellLayer<bool> touched;
bool anyCellTouched;
// Per-cell cache of the resolved cell type (shroud/fog/visible)
readonly ProjectedCellLayer<ShroudCellType> resolvedType;
bool disabledChanged;
[Sync]
bool disabled;
public bool Disabled
{
get => disabled;
set
{
if (disabled == value)
return;
disabled = value;
disabledChanged = true;
}
}
bool fogEnabled;
public bool FogEnabled => !Disabled && fogEnabled;
public bool ExploreMapEnabled { get; private set; }
public int Hash { get; private set; }
// Enabled at runtime on first use
bool shroudGenerationEnabled;
bool passiveVisibilityEnabled;
public Shroud(Actor self, ShroudInfo info)
{
this.info = info;
map = self.World.Map;
passiveVisibleCount = new ProjectedCellLayer<short>(map);
visibleCount = new ProjectedCellLayer<short>(map);
generatedShroudCount = new ProjectedCellLayer<short>(map);
explored = new ProjectedCellLayer<bool>(map);
touched = new ProjectedCellLayer<bool>(map);
anyCellTouched = true;
// Defaults to 0 = Shroud
resolvedType = new ProjectedCellLayer<ShroudCellType>(map);
}
void INotifyCreated.Created(Actor self)
{
var gs = self.World.LobbyInfo.GlobalSettings;
fogEnabled = gs.OptionOrDefault("fog", info.FogCheckboxEnabled);
ExploreMapEnabled = gs.OptionOrDefault("explored", info.ExploredMapCheckboxEnabled);
if (ExploreMapEnabled)
self.World.AddFrameEndTask(w => ExploreAll());
if (!fogEnabled && ExploreMapEnabled)
RevealedCells = map.ProjectedCells.Length;
}
void ITick.Tick(Actor self)
{
if (!anyCellTouched && !disabledChanged)
return;
anyCellTouched = false;
if (OnShroudChanged == null)
{
disabledChanged = false;
return;
}
// PERF: Parts of this loop are very hot.
// We loop over the direct index that represents the PPos in
// the ProjectedCellLayers, converting to a PPos only if
// it is needed (which is the uncommon case.)
if (disabledChanged)
{
touched.SetAll(false);
var maxIndex = touched.MaxIndex;
for (var index = 0; index < maxIndex; index++)
UpdateCell(index, self);
}
else
{
// PERF: Most cells are unchanged, use IndexOf for fast vectorized search.
var index = touched.IndexOf(true, 0);
while (index != -1)
{
touched[index] = false;
UpdateCell(index, self);
index = touched.IndexOf(true, index + 1);
}
}
Hash = Sync.HashPlayer(self.Owner) + self.World.WorldTick;
disabledChanged = false;
}
void UpdateCell(int index, Actor self)
{
var type = ShroudCellType.Shroud;
if (explored[index])
{
var count = visibleCount[index];
if (!shroudGenerationEnabled || count > 0 || generatedShroudCount[index] == 0)
{
if (passiveVisibilityEnabled)
count += passiveVisibleCount[index];
type = count > 0 ? ShroudCellType.Visible : ShroudCellType.Fog;
}
}
// PERF: Most cells are unchanged
var oldResolvedType = resolvedType[index];
if (type != oldResolvedType || disabledChanged)
{
resolvedType[index] = type;
var puv = touched.PPosFromIndex(index);
if (map.Contains(puv))
OnShroudChanged(puv);
if (!disabledChanged && (fogEnabled || !ExploreMapEnabled))
{
if (type == ShroudCellType.Visible)
RevealedCells++;
else if (fogEnabled && oldResolvedType == ShroudCellType.Visible)
RevealedCells--;
}
if (self.Owner.WinState == WinState.Lost)
RevealedCells = 0;
}
}
public static IEnumerable<PPos> ProjectedCellsInRange(Map map, WPos pos, WDist minRange, WDist maxRange, int maxHeightDelta = -1)
{
// Account for potential extra half-cell from odd-height terrain
var r = (maxRange.Length + 1023 + 512) / 1024;
var minLimit = minRange.LengthSquared;
var maxLimit = maxRange.LengthSquared;
// Project actor position into the shroud plane
var projectedPos = pos - new WVec(0, pos.Z, pos.Z);
var projectedCell = map.CellContaining(projectedPos);
var projectedHeight = pos.Z / 512;
foreach (var c in map.FindTilesInAnnulus(projectedCell, minRange.Length / 1024, r, true))
{
var dist = (map.CenterOfCell(c) - projectedPos).HorizontalLengthSquared;
if (dist <= maxLimit && (dist == 0 || dist > minLimit))
{
var puv = (PPos)c.ToMPos(map);
if (maxHeightDelta < 0 || map.ProjectedHeight(puv) < projectedHeight + maxHeightDelta)
yield return puv;
}
}
}
public static IEnumerable<PPos> ProjectedCellsInRange(Map map, CPos cell, WDist range, int maxHeightDelta = -1)
{
return ProjectedCellsInRange(map, map.CenterOfCell(cell), WDist.Zero, range, maxHeightDelta);
}
public void AddSource(object key, SourceType type, PPos[] projectedCells)
{
if (!sources.TryAdd(key, new ShroudSource(type, projectedCells)))
throw new InvalidOperationException("Attempting to add duplicate shroud source");
foreach (var puv in projectedCells)
{
// Force cells outside the visible bounds invisible
if (!map.Contains(puv))
continue;
var index = touched.Index(puv);
touched[index] = true;
anyCellTouched = true;
switch (type)
{
case SourceType.PassiveVisibility:
passiveVisibilityEnabled = true;
passiveVisibleCount[index]++;
explored[index] = true;
break;
case SourceType.Visibility:
visibleCount[index]++;
explored[index] = true;
break;
case SourceType.Shroud:
shroudGenerationEnabled = true;
generatedShroudCount[index]++;
break;
}
}
}
public void RemoveSource(object key)
{
if (!sources.Remove(key, out var state))
return;
foreach (var puv in state.ProjectedCells)
{
// Cells outside the visible bounds don't increment visibleCount
if (map.Contains(puv))
{
var index = touched.Index(puv);
touched[index] = true;
anyCellTouched = true;
switch (state.Type)
{
case SourceType.PassiveVisibility:
passiveVisibleCount[index]--;
break;
case SourceType.Visibility:
visibleCount[index]--;
break;
case SourceType.Shroud:
generatedShroudCount[index]--;
break;
}
}
}
}
public void ExploreProjectedCells(IEnumerable<PPos> cells)
{
foreach (var puv in cells)
{
if (map.Contains(puv))
{
var index = touched.Index(puv);
if (!explored[index])
{
touched[index] = true;
anyCellTouched = true;
explored[index] = true;
}
}
}
}
public void Explore(Shroud s)
{
if (map.Bounds != s.map.Bounds)
throw new ArgumentException("The map bounds of these shrouds do not match.", nameof(s));
foreach (var puv in map.ProjectedCells)
{
var index = touched.Index(puv);
if (!explored[index] && s.explored[index])
{
touched[index] = true;
anyCellTouched = true;
explored[index] = true;
}
}
}
public void ExploreAll()
{
foreach (var puv in map.ProjectedCells)
{
var index = touched.Index(puv);
if (!explored[index])
{
touched[index] = true;
anyCellTouched = true;
explored[index] = true;
}
}
}
public void ResetExploration()
{
foreach (var puv in map.ProjectedCells)
{
var index = touched.Index(puv);
touched[index] = true;
explored[index] = visibleCount[index] + passiveVisibleCount[index] > 0;
}
anyCellTouched = true;
}
public bool IsExplored(WPos pos)
{
return IsExplored(map.ProjectedCellCovering(pos));
}
public bool IsExplored(CPos cell)
{
return IsExplored(cell.ToMPos(map));
}
public bool IsExplored(MPos uv)
{
if (!map.Contains(uv))
return false;
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsExplored(puv))
return true;
return false;
}
public bool IsExplored(PPos puv)
{
if (Disabled)
return map.Contains(puv);
return resolvedType.Contains(puv) && resolvedType[puv] > ShroudCellType.Shroud;
}
public bool IsVisible(WPos pos)
{
return IsVisible(map.ProjectedCellCovering(pos));
}
public bool IsVisible(CPos cell)
{
return IsVisible(cell.ToMPos(map));
}
public bool IsVisible(MPos uv)
{
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsVisible(puv))
return true;
return false;
}
// In internal shroud coords
public bool IsVisible(PPos puv)
{
if (!FogEnabled)
return map.Contains(puv);
return resolvedType.Contains(puv) && resolvedType[puv] == ShroudCellType.Visible;
}
public bool Contains(PPos uv)
{
// Check that uv is inside the map area. There is nothing special
// about explored here: any of the CellLayers would have been suitable.
return explored.Contains(uv);
}
public CellVisibility GetVisibility(WPos pos)
{
return GetVisibility(map.ProjectedCellCovering(pos));
}
// PERF: Combine IsExplored and IsVisible.
public CellVisibility GetVisibility(PPos puv)
{
var state = CellVisibility.Hidden;
if (Disabled)
{
if (fogEnabled)
{
// Shroud disabled, Fog enabled
if (resolvedType.Contains(puv))
{
state |= CellVisibility.Explored;
if (resolvedType[puv] == ShroudCellType.Visible)
state |= CellVisibility.Visible;
}
}
else if (map.Contains(puv))
state |= CellVisibility.Explored | CellVisibility.Visible;
}
else
{
if (fogEnabled)
{
// Shroud and Fog enabled
if (resolvedType.Contains(puv))
{
var rt = resolvedType[puv];
if (rt == ShroudCellType.Visible)
state |= CellVisibility.Explored | CellVisibility.Visible;
else if (rt > ShroudCellType.Shroud)
state |= CellVisibility.Explored;
}
}
else if (resolvedType.Contains(puv))
{
// We do not set Explored since IsExplored may return false.
state |= CellVisibility.Visible;
if (resolvedType[puv] > ShroudCellType.Shroud)
state |= CellVisibility.Explored;
}
}
return state;
}
}
}