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OpenRA/OpenRA.Mods.Common/Traits/Conditions/ConditionManager.cs

145 lines
4.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to a unit to enable dynamic conditions by warheads, experience, crates, support powers, etc.")]
public class ConditionManagerInfo : TraitInfo<ConditionManager>, Requires<IObservesVariablesInfo> { }
public class ConditionManager : INotifyCreated
{
/// <summary>Value used to represent an invalid token.</summary>
public static readonly int InvalidConditionToken = -1;
class ConditionState
{
/// <summary>Delegates that have registered to be notified when this condition changes.</summary>
public readonly List<VariableObserverNotifier> Notifiers = new List<VariableObserverNotifier>();
/// <summary>Unique integers identifying granted instances of the condition.</summary>
public readonly HashSet<int> Tokens = new HashSet<int>();
}
Dictionary<string, ConditionState> state;
/// <summary>Each granted condition receives a unique token that is used when revoking.</summary>
Dictionary<int, string> tokens = new Dictionary<int, string>();
int nextToken = 1;
/// <summary>Cache of condition -> enabled state for quick evaluation of token counter conditions.</summary>
readonly Dictionary<string, int> conditionCache = new Dictionary<string, int>();
/// <summary>Read-only version of conditionCache that is passed to IConditionConsumers.</summary>
IReadOnlyDictionary<string, int> readOnlyConditionCache;
void INotifyCreated.Created(Actor self)
{
state = new Dictionary<string, ConditionState>();
readOnlyConditionCache = new ReadOnlyDictionary<string, int>(conditionCache);
var allObservers = new HashSet<VariableObserverNotifier>();
foreach (var provider in self.TraitsImplementing<IObservesVariables>())
{
foreach (var variableUser in provider.GetVariableObservers())
{
allObservers.Add(variableUser.Notifier);
foreach (var variable in variableUser.Variables)
{
var cs = state.GetOrAdd(variable);
cs.Notifiers.Add(variableUser.Notifier);
conditionCache[variable] = 0;
}
}
}
// Enable any conditions granted during trait setup
foreach (var kv in tokens)
{
ConditionState conditionState;
if (!state.TryGetValue(kv.Value, out conditionState))
continue;
conditionState.Tokens.Add(kv.Key);
conditionCache[kv.Value] = conditionState.Tokens.Count;
}
// Update all traits with their initial condition state
foreach (var consumer in allObservers)
consumer(self, readOnlyConditionCache);
}
void UpdateConditionState(Actor self, string condition, int token, bool isRevoke)
{
ConditionState conditionState;
if (!state.TryGetValue(condition, out conditionState))
return;
if (isRevoke)
conditionState.Tokens.Remove(token);
else
conditionState.Tokens.Add(token);
conditionCache[condition] = conditionState.Tokens.Count;
foreach (var notify in conditionState.Notifiers)
notify(self, readOnlyConditionCache);
}
/// <summary>Grants a specified condition.</summary>
/// <returns>The token that is used to revoke this condition.</returns>
public int GrantCondition(Actor self, string condition)
{
var token = nextToken++;
tokens.Add(token, condition);
// Conditions may be granted before the state is initialized.
// These conditions will be processed in INotifyCreated.Created.
if (state != null)
UpdateConditionState(self, condition, token, false);
return token;
}
/// <summary>
/// Revokes a previously granted condition.
/// </summary>
/// <param name="self">The actor to which this trait is attached.</param>
/// <param name="token">The token ID returned by GrantCondition.</param>
/// <returns>The invalid token ID.</returns>
public int RevokeCondition(Actor self, int token)
{
string condition;
if (!tokens.TryGetValue(token, out condition))
throw new InvalidOperationException("Attempting to revoke condition with invalid token {0} for {1}.".F(token, self));
tokens.Remove(token);
// Conditions may be granted and revoked before the state is initialized.
if (state != null)
UpdateConditionState(self, condition, token, true);
return InvalidConditionToken;
}
/// <summary>Returns whether the specified token is valid for RevokeCondition</summary>
public bool TokenValid(Actor self, int token)
{
return tokens.ContainsKey(token);
}
}
}