Files
OpenRA/OpenRA.Game/Actor.cs
Kenny f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00

268 lines
6.2 KiB
C#
Executable File

#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.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA
{
public class Actor
{
public readonly ActorInfo Info;
public readonly World World;
public readonly uint ActorID;
Lazy<IOccupySpace> occupySpace;
IHasLocation HasLocation;
Lazy<IMove> Move;
public Cached<Rectangle> Bounds;
public Cached<Rectangle> ExtendedBounds;
public IOccupySpace OccupiesSpace { get { return occupySpace.Value; } }
public CPos Location { get { return occupySpace.Value.TopLeft; } }
public PPos CenterLocation
{
get
{
if (HasLocation == null)
HasLocation = Trait<IHasLocation>();
return HasLocation.PxPosition;
}
}
public Shroud.ActorVisibility Sight;
[Sync]
public Player Owner;
Activity currentActivity;
public Group Group;
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 = Lazy.New( () => TraitOrDefault<IOccupySpace>() );
if (name != null)
{
if (!Rules.Info.ContainsKey(name.ToLowerInvariant()))
throw new NotImplementedException("No rules definition for unit {0}".F(name.ToLowerInvariant()));
Info = Rules.Info[name.ToLowerInvariant()];
foreach (var trait in Info.TraitsInConstructOrder())
AddTrait(trait.Create(init));
}
Move = Lazy.New( () => TraitOrDefault<IMove>() );
Size = Lazy.New(() =>
{
var si = Info.Traits.GetOrDefault<SelectableInfo>();
if (si != null && si.Bounds != null)
return new int2(si.Bounds[0], si.Bounds[1]);
// auto size from render
var firstSprite = TraitsImplementing<IRender>().SelectMany(ApplyIRender).FirstOrDefault();
if (firstSprite.Sprite == null) return int2.Zero;
return (firstSprite.Sprite.size * firstSprite.Scale).ToInt2();
});
if(this.HasTrait<RevealsShroud>())
{
Sight = new Shroud.ActorVisibility
{
range = this.Trait<RevealsShroud>().RevealRange,
vis = Shroud.GetVisOrigins(this).ToArray()
};
}
ApplyIRender = x => x.Render(this);
ApplyRenderModifier = (m, p) => p.ModifyRender(this, m);
Bounds = Cached.New( () => CalculateBounds(false) );
ExtendedBounds = Cached.New( () => CalculateBounds(true) );
}
public void Tick()
{
Bounds.Invalidate();
ExtendedBounds.Invalidate();
currentActivity = Util.RunActivity( this, currentActivity );
}
public void UpdateSight()
{
Sight.vis = Shroud.GetVisOrigins(this).ToArray();
}
public bool IsIdle
{
get { return currentActivity == null; }
}
OpenRA.FileFormats.Lazy<int2> Size;
// note: these delegates are cached to avoid massive allocation.
Func<IRender, IEnumerable<Renderable>> ApplyIRender;
Func<IEnumerable<Renderable>, IRenderModifier, IEnumerable<Renderable>> ApplyRenderModifier;
public IEnumerable<Renderable> Render()
{
var mods = TraitsImplementing<IRenderModifier>();
var sprites = TraitsImplementing<IRender>().SelectMany(ApplyIRender);
return mods.Aggregate(sprites, ApplyRenderModifier);
}
// When useAltitude = true, the bounding box is extended
// vertically to altitude = 0 to support FindUnitsInCircle queries
// When false, the bounding box is given for the actor
// at its current altitude
Rectangle CalculateBounds(bool useAltitude)
{
var size = (PVecInt)(Size.Value);
var loc = CenterLocation - size / 2;
var si = Info.Traits.GetOrDefault<SelectableInfo>();
if (si != null && si.Bounds != null && si.Bounds.Length > 2)
{
#if true
loc += new PVecInt(si.Bounds[2], si.Bounds[3]);
#else
loc.X += si.Bounds[2];
loc.Y += si.Bounds[3];
#endif
}
var move = Move.Value;
if (move != null)
{
#if true
loc -= new PVecInt(0, move.Altitude);
#else
loc.Y -= move.Altitude;
#endif
if (useAltitude)
size = new PVecInt(size.X, size.Y + move.Altitude);
}
return new Rectangle(loc.X, loc.Y, size.X, size.Y);
}
public bool IsInWorld { get; internal set; }
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 && o.ActorID == ActorID );
}
public override string ToString()
{
return "{0} {1}{2}".F( Info.Name, ActorID, IsInWorld ? "" : " (not in world)" );
}
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 bool Destroyed { get; private set; }
public void Destroy()
{
World.AddFrameEndTask( w =>
{
if (Destroyed) return;
World.Remove( this );
World.traitDict.RemoveActor( this );
Destroyed = true;
} );
}
// todo: move elsewhere.
public void ChangeOwner(Player newOwner)
{
World.AddFrameEndTask(w =>
{
// momentarily remove from world so the ownership queries don't get confused
w.Remove(this);
Owner = newOwner;
w.Add(this);
});
}
}
}