316 lines
8.4 KiB
C#
316 lines
8.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* 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.Drawing;
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using System.Linq;
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namespace OpenRA.Traits
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{
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public class ShroudInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new Shroud(init.world); }
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}
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public class Shroud : ISync
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{
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Map map;
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[Sync] public Player Owner;
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public int[,] visibleCells;
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public bool[,] exploredCells;
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public bool[,] foggedCells;
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public Rectangle? exploredBounds;
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bool disabled = false;
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public bool dirty = true;
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[Sync] public bool Disabled
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{
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get { return disabled; }
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set { disabled = value; Dirty(); }
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}
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public Rectangle? Bounds
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{
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get { return Disabled ? null : exploredBounds; }
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}
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public Action Dirty = () => { };
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public Shroud(World world)
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{
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map = world.Map;
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visibleCells = new int[map.MapSize.X, map.MapSize.Y];
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exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
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foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
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world.ActorAdded += AddActor;
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world.ActorRemoved += RemoveActor;
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Dirty += () => dirty = true;
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}
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// cache of positions that were added, so no matter what crazy trait code does, it
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// can't make us invalid.
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public class ActorVisibility { [Sync] public int range; [Sync] public CPos[] vis; }
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public Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
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static IEnumerable<CPos> FindVisibleTiles(World world, CPos a, int r)
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{
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var min = a - new CVec(r, r);
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var max = a + new CVec(r, r);
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if (min.X < world.Map.Bounds.Left - 1) min = new CPos(world.Map.Bounds.Left - 1, min.Y);
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if (min.Y < world.Map.Bounds.Top - 1) min = new CPos(min.X, world.Map.Bounds.Top - 1);
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if (max.X > world.Map.Bounds.Right) max = new CPos(world.Map.Bounds.Right, max.Y);
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if (max.Y > world.Map.Bounds.Bottom) max = new CPos(max.X, world.Map.Bounds.Bottom);
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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 CPos(i, j) - a).LengthSquared)
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yield return new CPos(i, j);
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}
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public void AddActor(Actor a)
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{
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if (!a.HasTrait<RevealsShroud>()) return;
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if (a.Owner == null || Owner == null) return;
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if(a.Owner.Stances[Owner] != Stance.Ally) return;
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ActorVisibility v = a.Sight;
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if (v.range == 0) return; // don't bother for things that can't see
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foreach (var p in v.vis)
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{
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foreach (var q in FindVisibleTiles(a.World, p, v.range))
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{
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++visibleCells[q.X, q.Y];
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exploredCells[q.X, q.Y] = true;
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foggedCells[q.X, q.Y] = true;
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}
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var box = new Rectangle(p.X - v.range, p.Y - v.range, 2 * v.range + 1, 2 * v.range + 1);
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exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
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}
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if (!Disabled)
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Dirty();
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}
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public void HideActor(Actor a, int range)
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{
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
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var v = new ActorVisibility
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{
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vis = GetVisOrigins(a).ToArray()
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};
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, range))
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foggedCells[q.X, q.Y] = visibleCells[q.X, q.Y] > 0;
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if (!Disabled)
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Dirty();
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}
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public void UnhideActor(Actor a, ActorVisibility v, int range) {
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] == Stance.Ally) return;
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if (v == null)
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return;
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, range))
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foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
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if (!Disabled)
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Dirty();
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}
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public void MergeShroud(Shroud s) {
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
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if (s.exploredCells[i,j] == true)
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exploredCells[i, j] = true;
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if (s.foggedCells[i,j] == true)
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foggedCells[i, j] = true;
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}
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exploredBounds = Rectangle.Union(exploredBounds.Value, s.exploredBounds.Value);
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}
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}
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public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
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{
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if (oldStance == newStance)
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return;
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// No longer our ally; remove unit vis
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if (oldStance == Stance.Ally)
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{
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var toRemove = w.Actors.Where(a => a.Owner == player).ToList();
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foreach (var a in toRemove)
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RemoveActor(a);
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}
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// Is now our ally; add unit vis
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if (newStance == Stance.Ally)
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foreach (var a in w.Actors.Where( a => a.Owner == player ))
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AddActor(a);
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}
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public int Explored()
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{
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int seen = 0;
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++)
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++)
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if(foggedCells[i, j]) seen++;
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return seen;
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}
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public static IEnumerable<CPos> GetVisOrigins(Actor a)
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{
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var ios = a.OccupiesSpace;
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if (ios != null)
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{
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var cells = ios.OccupiedCells();
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if (cells.Any()) return cells.Select(c => c.First);
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}
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return new[] { a.CenterLocation.ToCPos() };
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}
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public void RemoveActor(Actor a)
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{
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if (!a.HasTrait<RevealsShroud>())return;
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if (a.Owner == null || Owner == null) return;
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ActorVisibility v = a.Sight;
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if(a.Owner.Stances[Owner] != Stance.Ally) {
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if (a.HasTrait<CreatesShroud>()) {
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, v.range))
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foggedCells[q.X, q.Y] = exploredCells[q.X, q.Y];
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}
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return;
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}
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foreach (var p in v.vis)
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foreach (var q in FindVisibleTiles(a.World, p, v.range))
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--visibleCells[q.X, q.Y];
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if (!Disabled)
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Dirty();
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}
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public void UpdateActor(Actor a)
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{
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if (a.Owner.World.LocalPlayer == null
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|| a.Owner.Stances[a.Owner.World.LocalPlayer] != Stance.Ally) return;
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RemoveActor(a); AddActor(a);
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}
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public void Explore(World world, CPos center, int range)
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{
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foreach (var q in FindVisibleTiles(world, center, range)) {
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exploredCells[q.X, q.Y] = true;
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foggedCells[q.X, q.Y] = true;
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}
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var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
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exploredBounds = (exploredBounds.HasValue) ? Rectangle.Union(exploredBounds.Value, box) : box;
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if (!Disabled)
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Dirty();
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}
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public void ExploreAll(World world)
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{
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for (int i = map.Bounds.Left; i < map.Bounds.Right; i++) {
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for (int j = map.Bounds.Top; j < map.Bounds.Bottom; j++) {
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exploredCells[i, j] = true;
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foggedCells[i, j] = true;
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}
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}
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exploredBounds = world.Map.Bounds;
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if (!Disabled)
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Dirty();
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}
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public void ResetExploration()
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{
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for (var j = 0; j <= exploredCells.GetUpperBound(1); j++)
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for (var i = 0; i <= exploredCells.GetUpperBound(0); i++)
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exploredCells[i, j] = visibleCells[i, j] > 0;
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for (var j = 0; j <= foggedCells.GetUpperBound(1); j++)
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for (var i = 0; i <= foggedCells.GetUpperBound(0); i++)
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foggedCells[i, j] = visibleCells[i, j] > 0;
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if (!Disabled)
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Dirty();
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}
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public bool IsExplored(CPos xy) { return IsExplored(xy.X, xy.Y); }
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public bool IsExplored(int x, int y)
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{
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if (!map.IsInMap(x, y))
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return false;
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if (Disabled)
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return true;
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return foggedCells[x,y];
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}
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public bool IsExplored(Actor a)
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{
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if (Owner == null)
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return true;
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return GetVisOrigins(a).Any(o => IsExplored(o));
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}
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public bool IsVisible(CPos xy) { return IsVisible(xy.X, xy.Y); }
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public bool IsVisible(int x, int y)
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{
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if (Disabled)
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return true;
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// Visibility is allowed to extend beyond the map cordon so that
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// the fog tiles are not visible at the edge of the world
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if (x < 0 || x >= map.MapSize.X || y < 0 || y >= map.MapSize.Y)
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return false;
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return visibleCells[x,y] != 0;
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}
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// Actors are hidden under shroud, but not under fog by default
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public bool IsVisible(Actor a)
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{
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// I need to pass in the current shroud, otherwise we're just checking that true==true
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
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return false;
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return Disabled || a.Owner.Stances[Owner] == Stance.Ally || IsExplored(a);
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}
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public bool IsTargetable(Actor a) {
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if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, Owner)))
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return false;
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return GetVisOrigins(a).Any(o => IsVisible(o));
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}
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}
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}
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