Files
OpenRA/OpenRA.Game/Actor.cs
RoosterDragon d1960258db Speed up Player.CanViewActor.
Create Actor.CanBeViewedByPlayer and simply call this instead. The actor can cache all trait lookups on construction to avoid them being repeated for every visibility check.
2015-09-06 23:29:09 +01:00

348 lines
8.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
using Eluant;
using Eluant.ObjectBinding;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA
{
public sealed class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>, IDisposable
{
public readonly ActorInfo Info;
public readonly World World;
public readonly uint ActorID;
[Sync] public Player Owner { get; set; }
public bool IsInWorld { get; internal set; }
public bool Disposed { get; private set; }
Activity currentActivity;
public Group Group;
public int Generation;
Lazy<Rectangle> bounds;
Lazy<Rectangle> visualBounds;
Lazy<IFacing> facing;
Lazy<Health> health;
Lazy<IOccupySpace> occupySpace;
Lazy<IEffectiveOwner> effectiveOwner;
public Rectangle Bounds { get { return bounds.Value; } }
public Rectangle VisualBounds { get { return visualBounds.Value; } }
public IOccupySpace OccupiesSpace { get { return occupySpace.Value; } }
public IEffectiveOwner EffectiveOwner { get { return effectiveOwner.Value; } }
public bool IsIdle { get { return currentActivity == null; } }
public bool IsDead { get { return Disposed || (health.Value == null ? false : health.Value.IsDead); } }
public CPos Location { get { return occupySpace.Value.TopLeft; } }
public WPos CenterPosition { get { return occupySpace.Value.CenterPosition; } }
public WRot Orientation
{
get
{
// TODO: Support non-zero pitch/roll in IFacing (IOrientation?)
var facingValue = facing.Value != null ? facing.Value.Facing : 0;
return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facingValue));
}
}
readonly IRenderModifier[] renderModifiers;
readonly IRender[] renders;
readonly IDisable[] disables;
readonly IVisibilityModifier[] visibilityModifiers;
readonly IDefaultVisibility defaultVisibility;
internal Actor(World world, string name, TypeDictionary initDict)
{
var init = new ActorInitializer(this, initDict);
World = world;
ActorID = world.NextAID();
if (initDict.Contains<OwnerInit>())
Owner = init.Get<OwnerInit, Player>();
occupySpace = Exts.Lazy(() => TraitOrDefault<IOccupySpace>());
if (name != null)
{
name = name.ToLowerInvariant();
if (!world.Map.Rules.Actors.ContainsKey(name))
throw new NotImplementedException("No rules definition for unit " + name);
Info = world.Map.Rules.Actors[name];
foreach (var trait in Info.TraitsInConstructOrder())
AddTrait(trait.Create(init));
}
facing = Exts.Lazy(() => TraitOrDefault<IFacing>());
health = Exts.Lazy(() => TraitOrDefault<Health>());
effectiveOwner = Exts.Lazy(() => TraitOrDefault<IEffectiveOwner>());
bounds = Exts.Lazy(() =>
{
var si = Info.Traits.GetOrDefault<SelectableInfo>();
var size = (si != null && si.Bounds != null) ? new int2(si.Bounds[0], si.Bounds[1]) :
TraitsImplementing<IAutoSelectionSize>().Select(x => x.SelectionSize(this)).FirstOrDefault();
var offset = -size / 2;
if (si != null && si.Bounds != null && si.Bounds.Length > 2)
offset += new int2(si.Bounds[2], si.Bounds[3]);
return new Rectangle(offset.X, offset.Y, size.X, size.Y);
});
visualBounds = Exts.Lazy(() =>
{
var sd = Info.Traits.GetOrDefault<ISelectionDecorationsInfo>();
if (sd == null || sd.SelectionBoxBounds == null)
return bounds.Value;
var size = new int2(sd.SelectionBoxBounds[0], sd.SelectionBoxBounds[1]);
var offset = -size / 2;
if (sd.SelectionBoxBounds.Length > 2)
offset += new int2(sd.SelectionBoxBounds[2], sd.SelectionBoxBounds[3]);
return new Rectangle(offset.X, offset.Y, size.X, size.Y);
});
renderModifiers = TraitsImplementing<IRenderModifier>().ToArray();
renders = TraitsImplementing<IRender>().ToArray();
disables = TraitsImplementing<IDisable>().ToArray();
visibilityModifiers = TraitsImplementing<IVisibilityModifier>().ToArray();
defaultVisibility = Trait<IDefaultVisibility>();
}
public void Tick()
{
var wasIdle = IsIdle;
currentActivity = Traits.Util.RunActivity(this, currentActivity);
if (!wasIdle && IsIdle)
foreach (var n in TraitsImplementing<INotifyBecomingIdle>())
n.OnBecomingIdle(this);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
{
var renderables = Renderables(wr);
foreach (var modifier in renderModifiers)
renderables = modifier.ModifyRender(this, wr, renderables);
return renderables;
}
IEnumerable<IRenderable> Renderables(WorldRenderer wr)
{
foreach (var render in renders)
foreach (var renderable in render.Render(this, wr))
yield return renderable;
}
public void QueueActivity(bool queued, Activity nextActivity)
{
if (!queued)
CancelActivity();
QueueActivity(nextActivity);
}
public void QueueActivity(Activity nextActivity)
{
if (currentActivity == null)
currentActivity = nextActivity;
else
currentActivity.Queue(nextActivity);
}
public void CancelActivity()
{
if (currentActivity != null)
currentActivity.Cancel(this);
}
public Activity GetCurrentActivity()
{
return currentActivity;
}
public override int GetHashCode()
{
return (int)ActorID;
}
public override bool Equals(object obj)
{
var o = obj as Actor;
return o != null && Equals(o);
}
public bool Equals(Actor other)
{
return ActorID == other.ActorID;
}
public override string ToString()
{
var name = Info.Name + " " + ActorID;
if (!IsInWorld)
name += " (not in world)";
return name;
}
public T Trait<T>()
{
return World.TraitDict.Get<T>(this);
}
public T TraitOrDefault<T>()
{
return World.TraitDict.GetOrDefault<T>(this);
}
public IEnumerable<T> TraitsImplementing<T>()
{
return World.TraitDict.WithInterface<T>(this);
}
public bool HasTrait<T>()
{
return World.TraitDict.Contains<T>(this);
}
public void AddTrait(object trait)
{
World.TraitDict.AddTrait(this, trait);
}
public void Dispose()
{
World.AddFrameEndTask(w =>
{
if (Disposed)
return;
if (IsInWorld)
World.Remove(this);
foreach (var t in TraitsImplementing<INotifyActorDisposing>())
t.Disposing(this);
World.TraitDict.RemoveActor(this);
Disposed = true;
if (luaInterface != null)
luaInterface.Value.OnActorDestroyed();
});
}
// TODO: move elsewhere.
public void ChangeOwner(Player newOwner)
{
World.AddFrameEndTask(w =>
{
if (Disposed)
return;
var oldOwner = Owner;
var wasInWorld = IsInWorld;
// momentarily remove from world so the ownership queries don't get confused
if (wasInWorld)
w.Remove(this);
Owner = newOwner;
Generation++;
if (wasInWorld)
w.Add(this);
foreach (var t in this.TraitsImplementing<INotifyOwnerChanged>())
t.OnOwnerChanged(this, oldOwner, newOwner);
});
}
public void Kill(Actor attacker)
{
if (health.Value == null)
return;
health.Value.InflictDamage(this, attacker, health.Value.MaxHP, null, true);
}
public bool IsDisabled()
{
foreach (var disable in disables)
if (disable.Disabled)
return true;
return false;
}
public bool CanBeViewedByPlayer(Player player)
{
foreach (var visibilityModifier in visibilityModifiers)
if (!visibilityModifier.IsVisible(this, player))
return false;
return defaultVisibility.IsVisible(this, player);
}
#region Scripting interface
Lazy<ScriptActorInterface> luaInterface;
public void OnScriptBind(ScriptContext context)
{
if (luaInterface == null)
luaInterface = Exts.Lazy(() => new ScriptActorInterface(context, this));
}
public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
{
get { return luaInterface.Value[runtime, keyValue]; }
set { luaInterface.Value[runtime, keyValue] = value; }
}
public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
{
Actor a, b;
if (!left.TryGetClrValue<Actor>(out a) || !right.TryGetClrValue<Actor>(out b))
return false;
return a == b;
}
public LuaValue ToString(LuaRuntime runtime)
{
return "Actor ({0})".F(this);
}
public bool HasScriptProperty(string name)
{
return luaInterface.Value.ContainsKey(name);
}
#endregion
}
}