Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
2013-04-10 19:36:03 +12:00

316 lines
8.4 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 : ISync
{
Map map;
[Sync] public Player Owner;
public int[,] visibleCells;
public bool[,] exploredCells;
public bool[,] foggedCells;
public Rectangle? exploredBounds;
bool disabled = false;
public bool dirty = true;
[Sync] public bool Disabled
{
get { return disabled; }
set { disabled = value; Dirty(); }
}
public Rectangle? Bounds
{
get { return Disabled ? null : exploredBounds; }
}
public Action Dirty = () => { };
public Shroud(World world)
{
map = world.Map;
visibleCells = new int[map.MapSize.X, map.MapSize.Y];
exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
world.ActorAdded += AddActor;
world.ActorRemoved += RemoveActor;
Dirty += () => dirty = true;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
public class ActorVisibility { [Sync] public int range; [Sync] public CPos[] vis; }
public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
{
var min = a - new CVec(r, r);
var max = a + new CVec(r, r);
if (min.X < world.Map.Bounds.Left - 1) min = new CPos(world.Map.Bounds.Left - 1, min.Y);
if (min.Y < world.Map.Bounds.Top - 1) min = new CPos(min.X, world.Map.Bounds.Top - 1);
if (max.X > world.Map.Bounds.Right) max = new CPos(world.Map.Bounds.Right, max.Y);
if (max.Y > world.Map.Bounds.Bottom) max = new CPos(max.X, 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 CPos(i, j) - a).LengthSquared)
yield return new CPos(i, j);
}
public void AddActor(Actor a)
{
if (!a.HasTrait<RevealsShroud>()) return;
if (a.Owner == null || Owner == null) return;
if(a.Owner.Stances[Owner] != Stance.Ally) return;
ActorVisibility v = a.Sight;
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;
foggedCells[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;
}
if (!Disabled)
Dirty();
}
public void HideActor(Actor a, int range)
{
if (a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
var v = new ActorVisibility
{
vis = GetVisOrigins(a).ToArray()
};
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
if (!Disabled)
Dirty();
}
public void UnhideActor(Actor a, ActorVisibility v, int range) {
if (a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
if (v == null)
return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
if (!Disabled)
Dirty();
}
public void MergeShroud(Shroud s) {
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
if (s.exploredCells[i,j] == true)
exploredCells[i, j] = true;
if (s.foggedCells[i,j] == true)
foggedCells[i, j] = true;
}
exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
}
}
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 = w.Actors.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 int Explored()
{
int seen = 0;
for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
if(foggedCells[i, j]) seen++;
return seen;
}
public static IEnumerable<CPos> 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.ToCPos() };
}
public void RemoveActor(Actor a)
{
if (!a.HasTrait<RevealsShroud>())return;
if (a.Owner == null || Owner == null) return;
ActorVisibility v = a.Sight;
if(a.Owner.Stances[Owner] != Stance.Ally) {
if (a.HasTrait<CreatesShroud>()) {
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
}
return;
}
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
if (!Disabled)
Dirty();
}
public void UpdateActor(Actor a)
{
if (a.Owner.World.LocalPlayer == null
|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
RemoveActor(a); AddActor(a);
}
public void Explore(World world, CPos center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range)) {
exploredCells[q.X, q.Y] = true;
foggedCells[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;
foggedCells[i, j] = true;
}
}
exploredBounds = world.Map.Bounds;
if (!Disabled)
Dirty();
}
public void ResetExploration()
{
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;
for (var j = 0; j <= foggedCells.GetUpperBound(1); j++)
for (var i = 0; i <= foggedCells.GetUpperBound(0); i++)
foggedCells[i, j] = visibleCells[i, j] > 0;
if (!Disabled)
Dirty();
}
public bool IsExplored(CPos 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 foggedCells[x,y];
}
public bool IsExplored(Actor a)
{
if (Owner == null)
return true;
return GetVisOrigins(a).Any(o => IsExplored(o));
}
public bool IsVisible(CPos 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)
{
// I need to pass in the current shroud, otherwise we're just checking that true==true
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
return false;
return Disabled || a.Owner.Stances[Owner] == Stance.Ally || IsExplored(a);
}
public bool IsTargetable(Actor a) {
if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
return false;
return GetVisOrigins(a).Any(o => IsVisible(o));
}
}
}