Files
OpenRA/OpenRA.Game/World.cs

237 lines
5.9 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.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Support;
using OpenRA.Traits;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA
{
public class World
{
internal TraitDictionary traitDict = new TraitDictionary();
Set<Actor> actors = new Set<Actor>();
List<IEffect> effects = new List<IEffect>();
Queue<Action<World>> frameEndActions = new Queue<Action<World>>();
public int FrameNumber { get { return orderManager.LocalFrameNumber; } }
internal readonly OrderManager orderManager;
public Session LobbyInfo { get { return orderManager.LobbyInfo; } }
public XRandom SharedRandom;
public readonly List<Player> Players = new List<Player>();
public void AddPlayer(Player p) { Players.Add(p); }
public Player LocalPlayer { get; private set; }
public readonly Shroud LocalShroud;
public void SetLocalPlayer(string pr)
{
if (!(orderManager.Connection is ReplayConnection))
LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
}
public readonly Actor WorldActor;
public readonly Map Map;
public readonly TileSet TileSet;
public readonly ActorMap ActorMap;
public void IssueOrder( Order o ) { orderManager.IssueOrder( o ); } /* avoid exposing the OM to mod code */
IOrderGenerator orderGenerator_;
public IOrderGenerator OrderGenerator
{
get { return orderGenerator_; }
set
{
Sync.AssertUnsynced( "The current order generator may not be changed from synced code" );
orderGenerator_ = value;
}
}
public Selection Selection = new Selection();
public void CancelInputMode() { OrderGenerator = new UnitOrderGenerator(); }
public bool ToggleInputMode<T>() where T : IOrderGenerator, new()
{
if (OrderGenerator is T)
{
CancelInputMode();
return false;
}
else
{
OrderGenerator = new T();
return true;
}
}
internal World(Manifest manifest, Map map, OrderManager orderManager)
{
this.orderManager = orderManager;
orderGenerator_ = new UnitOrderGenerator();
Map = map;
TileSet = Rules.TileSets[Map.Tileset];
TileSet.LoadTiles();
SharedRandom = new XRandom(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
WorldActor = CreateActor( "World", new TypeDictionary() );
LocalShroud = WorldActor.Trait<Shroud>();
ActorMap = new ActorMap(this);
// Add players
foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
cmp.CreatePlayers(this);
// Set defaults for any unset stances
foreach (var p in Players)
foreach (var q in Players)
if (!p.Stances.ContainsKey(q))
p.Stances[q] = Stance.Neutral;
Sound.SoundVolumeModifier = 1.0f;
foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
wlh.WorldLoaded(this);
}
public Actor CreateActor( string name, TypeDictionary initDict )
{
return CreateActor( true, name, initDict );
}
public Actor CreateActor( bool addToWorld, string name, TypeDictionary initDict )
{
var a = new Actor( this, name, initDict );
if( addToWorld )
Add( a );
return a;
}
public void Add(Actor a)
{
a.IsInWorld = true;
actors.Add(a);
ActorAdded(a);
}
public void Remove(Actor a)
{
a.IsInWorld = false;
actors.Remove(a);
ActorRemoved(a);
}
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void AddFrameEndTask( Action<World> a ) { frameEndActions.Enqueue( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
// Will do bad things in multiplayer games
public bool EnableTick = true;
public bool IsShellmap = false;
bool ShouldTick()
{
if (!EnableTick) return false;
return !IsShellmap || Game.Settings.Game.ShowShellmap;
}
public void Tick()
{
// Todo: Expose this as an order so it can be synced
if (ShouldTick())
{
using( new PerfSample("tick_idle") )
foreach( var ni in ActorsWithTrait<INotifyIdle>() )
if (ni.Actor.IsIdle)
ni.Trait.TickIdle(ni.Actor);
using( new PerfSample("tick_activities") )
foreach( var a in actors )
a.Tick();
ActorsWithTrait<ITick>().DoTimed( x =>
{
x.Trait.Tick( x.Actor );
}, "[{2}] Trait: {0} ({1:0.000} ms)", Game.Settings.Debug.LongTickThreshold );
effects.DoTimed( e => e.Tick( this ), "[{2}] Effect: {0} ({1:0.000} ms)",
Game.Settings.Debug.LongTickThreshold );
}
while (frameEndActions.Count != 0)
frameEndActions.Dequeue()(this);
Game.viewport.Tick();
}
public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
public int SyncHash()
{
//using (new PerfSample("synchash"))
{
int n = 0;
int ret = 0;
// hash all the actors
foreach (var a in Actors)
ret += n++ * (int)(1+a.ActorID) * Sync.CalculateSyncHash(a);
// hash all the traits that tick
foreach (var x in traitDict.ActorsWithTraitMultiple<ISync>(this))
ret += n++ * (int)(1+x.Actor.ActorID) * Sync.CalculateSyncHash(x.Trait);
// Hash the shared rng
ret += SharedRandom.Last;
return ret;
}
}
public IEnumerable<TraitPair<T>> ActorsWithTrait<T>()
{
return traitDict.ActorsWithTraitMultiple<T>(this);
}
}
public struct TraitPair<T>
{
public Actor Actor;
public T Trait;
public override string ToString()
{
return "{0}->{1}".F( Actor.Info.Name, Trait.GetType().Name );
}
}
}