Files
OpenRA/OpenRA.Mods.Common/Traits/Modifiers/FrozenUnderFog.cs
Oliver Brakmann d667271ab7 Merge pull request #9262 from RoosterDragon/frozen-unify-dict
Speed up FrozenUnderFog.Tick
2015-09-26 20:45:58 +02:00

144 lines
4.0 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.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor will remain visible (but not updated visually) under fog, once discovered.")]
public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>, IDefaultVisibilityInfo
{
public readonly bool StartsRevealed = false;
[Desc("Players with these stances can always see the actor.")]
public readonly Stance AlwaysVisibleStances = Stance.Ally;
public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
}
public class FrozenUnderFog : IRenderModifier, IDefaultVisibility, ITick, ISync
{
[Sync] public int VisibilityHash;
readonly FrozenUnderFogInfo info;
readonly bool startsRevealed;
readonly PPos[] footprint;
readonly Lazy<ITooltip> tooltip;
readonly Lazy<Health> health;
readonly Dictionary<Player, FrozenState> stateByPlayer = new Dictionary<Player, FrozenState>();
bool initialized;
class FrozenState
{
public readonly FrozenActor FrozenActor;
public bool IsVisible;
public FrozenState(FrozenActor frozenActor)
{
FrozenActor = frozenActor;
}
}
public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
{
this.info = info;
var map = init.World.Map;
// Spawned actors (e.g. building husks) shouldn't be revealed
startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
var footprintCells = FootprintUtils.Tiles(init.Self).ToList();
footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
tooltip = Exts.Lazy(() => init.Self.TraitsImplementing<ITooltip>().FirstOrDefault());
health = Exts.Lazy(() => init.Self.TraitOrDefault<Health>());
}
bool IsVisibleInner(Actor self, Player byPlayer)
{
// If fog is disabled visibility is determined by shroud
if (!byPlayer.Shroud.FogEnabled)
return self.OccupiesSpace.OccupiedCells()
.Any(o => byPlayer.Shroud.IsExplored(o.First));
return initialized && stateByPlayer[byPlayer].IsVisible;
}
public bool IsVisible(Actor self, Player byPlayer)
{
if (byPlayer == null)
return true;
var stance = self.Owner.Stances[byPlayer];
return info.AlwaysVisibleStances.HasStance(stance) || IsVisibleInner(self, byPlayer);
}
public void Tick(Actor self)
{
if (self.Disposed)
return;
VisibilityHash = 0;
foreach (var player in self.World.Players)
{
FrozenActor frozenActor;
bool isVisible;
if (!initialized)
{
frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
isVisible = startsRevealed;
stateByPlayer.Add(player, new FrozenState(frozenActor) { IsVisible = isVisible });
player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
}
else
{
var state = stateByPlayer[player];
frozenActor = state.FrozenActor;
isVisible = !frozenActor.Visible;
state.IsVisible = isVisible;
}
if (isVisible)
VisibilityHash += player.ClientIndex;
else
continue;
frozenActor.Owner = self.Owner;
if (health.Value != null)
{
frozenActor.HP = health.Value.HP;
frozenActor.DamageState = health.Value.DamageState;
}
if (tooltip.Value != null)
{
frozenActor.TooltipInfo = tooltip.Value.TooltipInfo;
frozenActor.TooltipOwner = tooltip.Value.Owner;
}
}
initialized = true;
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
{
return
IsVisible(self, self.World.RenderPlayer) ||
(initialized && stateByPlayer[self.World.RenderPlayer].FrozenActor.IsRendering) ?
r : SpriteRenderable.None;
}
}
}