263 lines
7.6 KiB
C#
263 lines
7.6 KiB
C#
using System.Collections.Generic;
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using OpenRa.FileFormats;
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using OpenRa.Game.Graphics;
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using OpenRa.TechTree;
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using System.Drawing;
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using System.Linq;
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using IrrKlang;
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using IjwFramework.Collections;
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using System;
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using IjwFramework.Types;
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using OpenRa.Game.Traits;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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{
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static class Game
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{
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public static readonly int CellSize = 24;
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public static World world;
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public static Map map;
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static TreeCache treeCache;
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public static TerrainRenderer terrain;
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public static Viewport viewport;
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public static PathFinder PathFinder;
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public static WorldRenderer worldRenderer;
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public static Controller controller;
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public static OrderManager orderManager;
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static int localPlayerIndex;
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public static Dictionary<int, Player> players = new Dictionary<int, Player>();
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public static Player LocalPlayer { get { return players[localPlayerIndex]; } }
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public static BuildingInfluenceMap BuildingInfluence;
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public static UnitInfluenceMap UnitInfluence;
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static ISoundEngine soundEngine;
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public static string Replay;
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
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{
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Rules.LoadRules(mapName);
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for (int i = 0; i < 8; i++)
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players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
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localPlayerIndex = localPlayer;
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var mapFile = new IniFile(FileSystem.Open(mapName));
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map = new Map(mapFile);
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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terrain = new TerrainRenderer(renderer, map, viewport);
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world = new World();
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treeCache = new TreeCache(map);
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foreach (TreeReference treeReference in map.Trees)
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world.Add(new Actor(treeReference, treeCache));
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BuildingInfluence = new BuildingInfluenceMap(8);
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UnitInfluence = new UnitInfluenceMap();
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LoadMapBuildings(mapFile);
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LoadMapUnits(mapFile);
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PathFinder = new PathFinder(map, terrain.tileSet);
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controller = new Controller();
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worldRenderer = new WorldRenderer(renderer);
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soundEngine = new ISoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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orderManager = (Replay == "")
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? new OrderManager(new[] { new LocalOrderSource() }, "replay.rep")
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: new OrderManager(new[] { new ReplayOrderSource(Replay) });
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PlaySound("intro.aud", false);
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}
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static void LoadMapBuildings( IniFile mapfile )
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{
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foreach( var s in mapfile.GetSection( "STRUCTURES", true ) )
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{
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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static void LoadMapUnits( IniFile mapfile )
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{
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foreach( var s in mapfile.GetSection( "UNITS", true ) )
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{
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//num=owner,type,health,location,facing,action,trigger
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse( parts[ 3 ] );
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world.Add( new Actor( parts[ 1 ], new int2( loc % 128, loc / 128 ), players[ 0 ] ) );
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}
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}
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static Cache<string, ISoundSource> sounds;
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static ISoundSource LoadSound(string filename)
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{
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var data = AudLoader.LoadSound(FileSystem.Open(filename));
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return soundEngine.AddSoundSourceFromPCMData(data, filename,
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new AudioFormat()
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{
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ChannelCount = 1,
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FrameCount = data.Length / 2,
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Format = SampleFormat.Signed16Bit,
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SampleRate = 22050
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});
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}
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public static void PlaySound(string name, bool loop)
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{
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var sound = sounds[name];
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// todo: positioning
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soundEngine.Play2D(sound, loop, false, false);
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}
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public static void Tick()
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{
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world.Update();
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UnitInfluence.Tick();
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viewport.DrawRegions();
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orderManager.Tick();
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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{
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if (BuildingInfluence.GetBuildingAt(a) != null) return false;
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if (UnitInfluence.GetUnitAt(a) != null) return false;
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return map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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{
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var min = float2.Min(a, b);
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var max = float2.Max(a, b);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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return world.Actors
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.Where(x => x.Bounds.IntersectsWith(rect));
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}
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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{
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return FindUnits(a - new float2(r, r), a + new float2(r, r))
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.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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}
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public static IEnumerable<int2> FindTilesInCircle( int2 a, int r )
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{
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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if( min.X < 0 ) min.X = 0;
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if( min.Y < 0 ) min.Y = 0;
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if( max.X > 127 ) max.X = 127;
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if( max.Y > 127 ) max.Y = 127;
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (r * r >= (new int2(i, j) - a).LengthSquared)
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yield return new int2(i, j);
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}
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public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
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{
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return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
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}
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public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
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{
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var q = FindUnits(a, a);
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return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
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}
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public static int GetDistanceToBase(int2 b, Player p)
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{
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var building = BuildingInfluence.GetNearestBuilding(b);
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if (building == null || building.Owner != p)
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return int.MaxValue;
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return BuildingInfluence.GetDistanceToBuilding(b);
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}
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public static Random SharedRandom = new Random(); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static readonly Pair<VoicePool, VoicePool> SovietVoices =
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Pair.New(
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new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
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new VoicePool("await1", "ready", "report1", "yessir1"));
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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{
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var tiles = Footprint.Tiles(a);
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (IsCellBuildable(new int2(i, j), umt))
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return new int2(i, j);
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return null;
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}
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public static void BuildUnit(Player player, string name)
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{
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var producerTypes = Rules.UnitInfo[name].BuiltAt;
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var producer = world.Actors
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.FirstOrDefault(a => a.unitInfo != null
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&& producerTypes.Contains(a.unitInfo.Name) && a.Owner == player);
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if (producer == null)
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throw new InvalidOperationException("BuildUnit without suitable production structure!");
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Actor unit;
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if (producerTypes.Contains("spen") || producerTypes.Contains("syrd"))
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{
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var space = FindAdjacentTile(producer, Rules.UnitInfo[name].WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel ); /* hackety hack */
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if (space == null)
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throw new NotImplementedException("Nowhere to place this unit.");
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unit = new Actor(name, space.Value, player);
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = SharedRandom.Next(256);
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}
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else
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{
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unit = new Actor(name, (1 / 24f * producer.CenterLocation).ToInt2(), player);
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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mobile.QueueActivity(new Mobile.MoveTo(unit.Location + new int2(0, 3)));
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}
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world.Add(unit);
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if (producer.traits.Contains<RenderWarFactory>())
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producer.traits.Get<RenderWarFactory>().EjectUnit();
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}
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}
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}
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