Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
2010-06-19 14:28:30 +12:00

169 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using System.Drawing;
using System;
namespace OpenRA.Traits
{
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.world); }
}
public class Shroud
{
Map map;
public int[,] visibleCells;
public bool[,] exploredCells;
public Rectangle? exploredBounds;
public event 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];
world.ActorAdded += AddActor;
world.ActorRemoved += RemoveActor;
}
// cache of positions that were added, so no matter what crazy trait code does, it
// can't make us invalid.
class ActorVisibility { public int range; public int2[] vis; }
Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
static IEnumerable<int2> FindVisibleTiles(World world, int2 a, int r)
{
var min = a - new int2(r, r);
var max = a + new int2(r, r);
if (min.X < world.Map.XOffset - 1) min.X = world.Map.XOffset - 1;
if (min.Y < world.Map.YOffset - 1) min.Y = world.Map.YOffset - 1;
if (max.X > world.Map.XOffset + world.Map.Width) max.X = world.Map.XOffset + world.Map.Width;
if (max.Y > world.Map.YOffset + world.Map.Height) max.Y = world.Map.YOffset + world.Map.Height;
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (r * r >= (new int2(i, j) - a).LengthSquared)
yield return new int2(i, j);
}
void AddActor(Actor a)
{
if (a.Owner == null || a.Owner != a.Owner.World.LocalPlayer) return;
if (vis.ContainsKey(a))
{
Game.Debug("Warning: Actor {0}:{1} at {2} bad vis".F(a.Info.Name, a.ActorID, a.Location));
RemoveActor(a);
}
var v = new ActorVisibility
{
range = a.Info.Traits.Get<OwnedActorInfo>().Sight,
vis = GetVisOrigins(a).ToArray()
};
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;
}
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;
}
vis[a] = v;
Dirty();
}
public static IEnumerable<int2> GetVisOrigins(Actor a)
{
if (a.Info.Traits.Contains<BuildingInfo>())
{
var bi = a.Info.Traits.Get<BuildingInfo>();
return Footprint.Tiles(a.Info.Name, bi, a.Location);
}
else
{
var mobile = a.traits.GetOrDefault<Mobile>();
if (mobile != null)
return new[] { mobile.fromCell, mobile.toCell };
else
return new[] { (1f / Game.CellSize * a.CenterLocation).ToInt2() };
}
}
void RemoveActor(Actor a)
{
ActorVisibility v;
if (!vis.TryGetValue(a, out v)) return;
foreach (var p in v.vis)
foreach (var q in FindVisibleTiles(a.World, p, v.range))
--visibleCells[q.X, q.Y];
vis.Remove(a);
Dirty();
}
public void UpdateActor(Actor a)
{
if (a.Owner == null || a.Owner != a.Owner.World.LocalPlayer) return;
RemoveActor(a); AddActor(a);
}
public void Explore(World world, int2 center, int range)
{
foreach (var q in FindVisibleTiles(world, center, range))
exploredCells[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;
Dirty();
}
public void ResetExploration() // for `hide map` crate
{
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;
Dirty();
}
}
}