169 lines
4.9 KiB
C#
169 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using System.Drawing;
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using System;
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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
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{
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Map map;
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public int[,] visibleCells;
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public bool[,] exploredCells;
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public Rectangle? exploredBounds;
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public event 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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world.ActorAdded += AddActor;
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world.ActorRemoved += RemoveActor;
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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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class ActorVisibility { public int range; public int2[] vis; }
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Dictionary<Actor, ActorVisibility> vis = new Dictionary<Actor, ActorVisibility>();
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static IEnumerable<int2> FindVisibleTiles(World world, int2 a, int r)
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{
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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if (min.X < world.Map.XOffset - 1) min.X = world.Map.XOffset - 1;
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if (min.Y < world.Map.YOffset - 1) min.Y = world.Map.YOffset - 1;
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if (max.X > world.Map.XOffset + world.Map.Width) max.X = world.Map.XOffset + world.Map.Width;
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if (max.Y > world.Map.YOffset + world.Map.Height) max.Y = world.Map.YOffset + world.Map.Height;
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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 int2(i, j) - a).LengthSquared)
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yield return new int2(i, j);
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}
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void AddActor(Actor a)
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{
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if (a.Owner == null || a.Owner != a.Owner.World.LocalPlayer) return;
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if (vis.ContainsKey(a))
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{
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Game.Debug("Warning: Actor {0}:{1} at {2} bad vis".F(a.Info.Name, a.ActorID, a.Location));
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RemoveActor(a);
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}
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var v = new ActorVisibility
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{
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range = a.Info.Traits.Get<OwnedActorInfo>().Sight,
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vis = GetVisOrigins(a).ToArray()
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};
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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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}
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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 ?
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Rectangle.Union(exploredBounds.Value, box) : box;
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}
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vis[a] = v;
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Dirty();
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}
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public static IEnumerable<int2> GetVisOrigins(Actor a)
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{
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if (a.Info.Traits.Contains<BuildingInfo>())
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{
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var bi = a.Info.Traits.Get<BuildingInfo>();
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return Footprint.Tiles(a.Info.Name, bi, a.Location);
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}
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else
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{
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var mobile = a.traits.GetOrDefault<Mobile>();
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if (mobile != null)
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return new[] { mobile.fromCell, mobile.toCell };
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else
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return new[] { (1f / Game.CellSize * a.CenterLocation).ToInt2() };
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}
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}
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void RemoveActor(Actor a)
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{
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ActorVisibility v;
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if (!vis.TryGetValue(a, out v)) return;
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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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vis.Remove(a);
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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 == null || a.Owner != a.Owner.World.LocalPlayer) return;
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RemoveActor(a); AddActor(a);
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}
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public void Explore(World world, int2 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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var box = new Rectangle(center.X - range, center.Y - range, 2 * range + 1, 2 * range + 1);
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exploredBounds = exploredBounds.HasValue ?
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Rectangle.Union(exploredBounds.Value, box) : box;
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Dirty();
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}
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public void ResetExploration() // for `hide map` crate
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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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Dirty();
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}
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}
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}
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