Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
2011-10-18 15:10:17 +13:00

237 lines
6.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Drawing;
using System.Linq;
namespace OpenRA.Traits
{
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.world); }
}
public class Shroud
{
Map map;
World world;
public int[,] visibleCells;
public bool[,] exploredCells;
Rectangle? exploredBounds;
bool disabled = false;
public bool Disabled
{
get { return disabled || world.LocalPlayer == null; }
set { disabled = value; Dirty(); }
}
public Rectangle? Bounds
{
get { return Disabled ? null : exploredBounds; }
}
public event Action Dirty = () => { };
public Shroud(World world)
{
this.world = world;
map = world.Map;
visibleCells = new int[map.MapSize.X, map.MapSize.Y];
exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
world.ActorAdded += AddActor;
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>();
static IEnumerable<int2> FindVisibleTiles(World world, int2 a, int r)
{
var min = a - new int2(r, r);
var max = a + new int2(r, r);
if (min.X < world.Map.Bounds.Left - 1) min.X = world.Map.Bounds.Left - 1;
if (min.Y < world.Map.Bounds.Top - 1) min.Y = world.Map.Bounds.Top - 1;
if (max.X > world.Map.Bounds.Right) max.X = world.Map.Bounds.Right;
if (max.Y > world.Map.Bounds.Bottom) max.Y = world.Map.Bounds.Bottom;
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new int2(i, j) - a).LengthSquared)
yield return new int2(i, j);
}
void AddActor(Actor a)
{
if (!a.HasTrait<RevealsShroud>())
return;
if (a.Owner == null || a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
if (vis.ContainsKey(a))
{
Game.Debug("Warning: Actor {0}:{1} at {2} bad vis".F(a.Info.Name, a.ActorID, a.Location));
RemoveActor(a);
}
var v = new ActorVisibility
{
range = a.Trait<RevealsShroud>().RevealRange,
vis = GetVisOrigins(a).ToArray()
};
if (v.range == 0) return; // don't bother for things that can't see
foreach (var p in v.vis)
{
foreach (var q in FindVisibleTiles(a.World, p, v.range))
{
++visibleCells[q.X, q.Y];
exploredCells[q.X, q.Y] = true;
}
var box = new Rectangle(p.X - v.range, p.Y - v.range, 2 * v.range + 1, 2 * v.range + 1);
exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
}
vis[a] = v;
if (!Disabled)
Dirty();
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
{
if (oldStance == newStance)
return;
// No longer our ally; remove unit vis
if (oldStance == Stance.Ally)
{
var toRemove = vis.Select(a => a.Key).Where(a => a.Owner == player).ToList();
foreach (var a in toRemove)
RemoveActor(a);
}
// Is now our ally; add unit vis
if (newStance == Stance.Ally)
foreach (var a in w.Actors.Where( a => a.Owner == player ))
AddActor(a);
}
public static IEnumerable<int2> GetVisOrigins(Actor a)
{
var ios = a.OccupiesSpace;
if (ios != null)
{
var cells = ios.OccupiedCells();
if (cells.Any()) return cells.Select(c => c.First);
}
return new[] { a.CenterLocation / Game.CellSize };
}
void RemoveActor(Actor a)
{
ActorVisibility v;
if (!vis.TryGetValue(a, out v)) return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
vis.Remove(a);
if (!Disabled)
Dirty();
}
public void UpdateActor(Actor a)
{
if (a.Owner == null || a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
RemoveActor(a); AddActor(a);
}
public void Explore(World world, int2 center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range))
exploredCells[q.X, q.Y] = true;
var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
if (!Disabled)
Dirty();
}
public void ExploreAll(World world)
{
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
exploredCells[i, j] = true;
exploredBounds = world.Map.Bounds;
if (!Disabled)
Dirty();
}
public void ResetExploration() // for `hide map` crate
{
for (var j = 0; j <= exploredCells.GetUpperBound(1); j++)
for (var i = 0; i <= exploredCells.GetUpperBound(0); i++)
exploredCells[i, j] = visibleCells[i, j] > 0;
if (!Disabled)
Dirty();
}
public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
public bool IsExplored(int x, int y)
{
if (!map.IsInMap(x, y))
return false;
if (Disabled)
return true;
return exploredCells[x,y];
}
public bool IsVisible(int2 xy) { return IsVisible(xy.X, xy.Y); }
public bool IsVisible(int x, int y)
{
if (Disabled)
return true;
// Visibility is allowed to extend beyond the map cordon so that
// the fog tiles are not visible at the edge of the world
if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
return false;
return visibleCells[x,y] != 0;
}
// Actors are hidden under shroud, but not under fog by default
public bool IsVisible(Actor a)
{
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a)))
return false;
return Disabled || a.Owner == a.World.LocalPlayer || GetVisOrigins(a).Any(o => IsExplored(o));
}
}
}