Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds. This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible. RA cruisers were a prime example, but to a lesser extent several other actors were affected as well. This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
486 lines
13 KiB
C#
486 lines
13 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.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.Primitives;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum WorldType { Regular, Shellmap, Editor }
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public sealed class World : IDisposable
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{
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internal readonly TraitDictionary TraitDict = new TraitDictionary();
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readonly SortedDictionary<uint, Actor> actors = new SortedDictionary<uint, Actor>();
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readonly List<IEffect> effects = new List<IEffect>();
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readonly List<IEffect> unpartitionedEffects = new List<IEffect>();
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readonly List<ISync> syncedEffects = new List<ISync>();
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readonly Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
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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 readonly MersenneTwister SharedRandom;
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public readonly IModelCache ModelCache;
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public Player[] Players = new Player[0];
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public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
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{
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if (Players.Length > 0)
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throw new InvalidOperationException("Players are fixed once they have been set.");
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Players = players.ToArray();
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SetLocalPlayer(localPlayer);
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}
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public Player LocalPlayer { get; private set; }
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public event Action GameOver = () => { };
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public bool IsGameOver { get; private set; }
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public void EndGame()
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{
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if (!IsGameOver)
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{
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IsGameOver = true;
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foreach (var t in WorldActor.TraitsImplementing<IGameOver>())
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t.GameOver(this);
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GameOver();
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}
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}
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Player renderPlayer;
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public Player RenderPlayer
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{
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get { return renderPlayer == null || (renderPlayer.WinState != WinState.Undefined && !Map.Visibility.HasFlag(MapVisibility.MissionSelector)) ? 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 && !a.CanBeViewedByPlayer(RenderPlayer); }
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool FogObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(pos); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
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public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool IsReplay
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{
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get { return OrderManager.Connection is ReplayConnection; }
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}
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void SetLocalPlayer(Player localPlayer)
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{
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if (localPlayer == null)
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return;
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if (!Players.Contains(localPlayer))
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throw new ArgumentException("The local player must be one of the players in the world.", "localPlayer");
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if (IsReplay)
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return;
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LocalPlayer = localPlayer;
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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 IActorMap ActorMap;
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public readonly ScreenMap ScreenMap;
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public readonly WorldType Type;
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readonly GameInformation gameInfo;
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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
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{
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return orderGenerator;
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}
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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 readonly 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(ModData modData, Map map, OrderManager orderManager, WorldType type)
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{
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Type = type;
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OrderManager = orderManager;
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orderGenerator = new UnitOrderGenerator();
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Map = map;
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Timestep = orderManager.LobbyInfo.GlobalSettings.Timestep;
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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ModelCache = modData.ModelSequenceLoader.CacheModels(map, modData, map.Rules.ModelSequences);
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var worldActorType = type == WorldType.Editor ? "EditorWorld" : "World";
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WorldActor = CreateActor(worldActorType, new TypeDictionary());
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ActorMap = WorldActor.Trait<IActorMap>();
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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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Game.Sound.SoundVolumeModifier = 1.0f;
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gameInfo = new GameInformation
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{
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Mod = Game.ModData.Manifest.Id,
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Version = Game.ModData.Manifest.Metadata.Version,
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MapUid = Map.Uid,
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MapTitle = Map.Title
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};
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}
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public void AddToMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.AddInfluence(self, ios);
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ActorMap.AddPosition(self, ios);
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if (!self.RenderBounds.Size.IsEmpty)
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ScreenMap.Add(self);
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}
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public void UpdateMaps(Actor self, IOccupySpace ios)
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{
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if (!self.IsInWorld)
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return;
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if (!self.RenderBounds.Size.IsEmpty)
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ScreenMap.Update(self);
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ActorMap.UpdatePosition(self, ios);
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}
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public void RemoveFromMaps(Actor self, IOccupySpace ios)
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{
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ActorMap.RemoveInfluence(self, ios);
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ActorMap.RemovePosition(self, ios);
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if (!self.RenderBounds.Size.IsEmpty)
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ScreenMap.Remove(self);
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}
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public void LoadComplete(WorldRenderer wr)
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{
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// ScreenMap must be initialized before anything else
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using (new PerfTimer("ScreenMap.WorldLoaded"))
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ScreenMap.WorldLoaded(this, wr);
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foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
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{
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// These have already been initialized
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if (wlh == ScreenMap)
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continue;
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using (new PerfTimer(wlh.GetType().Name + ".WorldLoaded"))
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wlh.WorldLoaded(this, wr);
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}
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gameInfo.StartTimeUtc = DateTime.UtcNow;
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foreach (var player in Players)
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gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
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var echo = OrderManager.Connection as EchoConnection;
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var rc = echo != null ? echo.Recorder : null;
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if (rc != null)
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rc.Metadata = new ReplayMetadata(gameInfo);
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}
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public void SetWorldOwner(Player p)
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{
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WorldActor.Owner = p;
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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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foreach (var t in a.TraitsImplementing<INotifyCreated>())
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t.Created(a);
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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.ActorID, 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.ActorID);
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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 e)
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{
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effects.Add(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Add(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Add(se);
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}
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public void Remove(IEffect e)
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{
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effects.Remove(e);
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var sp = e as ISpatiallyPartitionable;
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if (sp == null)
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unpartitionedEffects.Remove(e);
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var se = e as ISync;
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if (se != null)
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syncedEffects.Remove(se);
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}
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public void RemoveAll(Predicate<IEffect> predicate)
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{
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effects.RemoveAll(predicate);
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unpartitionedEffects.RemoveAll(e => predicate((IEffect)e));
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syncedEffects.RemoveAll(e => predicate((IEffect)e));
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}
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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 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)
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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.Values)
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a.Tick();
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ActorsWithTrait<ITick>().DoTimed(x => x.Trait.Tick(x.Actor), "Trait");
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effects.DoTimed(e => e.Tick(this), "Effect");
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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>().DoTimed(x => x.Trait.TickRender(wr, x.Actor), "Render");
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}
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public IEnumerable<Actor> Actors { get { return actors.Values; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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public IEnumerable<IEffect> UnpartitionedEffects { get { return unpartitionedEffects; } }
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public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
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public Actor GetActorById(uint actorId)
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{
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Actor a;
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if (actors.TryGetValue(actorId, out a))
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return a;
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return null;
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}
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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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var n = 0;
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var 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.HashActor(a);
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// Hash fields marked with the ISync interface.
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foreach (var actor in ActorsHavingTrait<ISync>())
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foreach (var syncHash in actor.SyncHashes)
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ret += n++ * (int)(1 + actor.ActorID) * syncHash.Hash;
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// Hash game state relevant effects such as projectiles.
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foreach (var sync in SyncedEffects)
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ret += n++ * Sync.Hash(sync);
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// Hash the shared random number generator.
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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.ActorsWithTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>()
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{
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return TraitDict.ActorsHavingTrait<T>();
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}
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public IEnumerable<Actor> ActorsHavingTrait<T>(Func<T, bool> predicate)
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{
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return TraitDict.ActorsHavingTrait(predicate);
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}
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public void OnPlayerWinStateChanged(Player player)
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{
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var pi = gameInfo.GetPlayer(player);
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if (pi != null)
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{
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pi.Outcome = player.WinState;
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pi.OutcomeTimestampUtc = DateTime.UtcNow;
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}
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}
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public bool Disposing;
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public void Dispose()
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{
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Disposing = true;
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frameEndActions.Clear();
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Game.Sound.StopAudio();
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Game.Sound.StopVideo();
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ModelCache.Dispose();
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// Dispose newer actors first, and the world actor last
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foreach (var a in actors.Values.Reverse())
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a.Dispose();
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// Actor disposals are done in a FrameEndTask
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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}
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}
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public struct TraitPair<T> : IEquatable<TraitPair<T>>
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{
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public readonly Actor Actor;
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public readonly T Trait;
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public TraitPair(Actor actor, T trait) { Actor = actor; Trait = trait; }
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public static bool operator ==(TraitPair<T> me, TraitPair<T> other) { return me.Actor == other.Actor && Equals(me.Trait, other.Trait); }
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public static bool operator !=(TraitPair<T> me, TraitPair<T> other) { return !(me == other); }
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public override int GetHashCode() { return Actor.GetHashCode() ^ Trait.GetHashCode(); }
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public bool Equals(TraitPair<T> other) { return this == other; }
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public override bool Equals(object obj) { return obj is TraitPair<T> && Equals((TraitPair<T>)obj); }
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public override string ToString() { return "{0}->{1}".F(Actor.Info.Name, Trait.GetType().Name); }
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}
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}
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