Files
OpenRA/OpenRA.Mods.Common/Traits/Player/EnemyWatcher.cs
2020-05-21 13:01:04 +02:00

122 lines
3.7 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.Collections.Generic;
using OpenRA.Mods.Common.Traits.Sound;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Tracks neutral and enemy actors' visibility and notifies the player.",
"Attach this to the player actor. The actors to track need the 'AnnounceOnSeen' trait.")]
class EnemyWatcherInfo : TraitInfo
{
[Desc("Interval in ticks between scanning for enemies.")]
public readonly int ScanInterval = 25;
[Desc("Minimal ticks in-between notifications.")]
public readonly int NotificationInterval = 750;
public override object Create(ActorInitializer init) { return new EnemyWatcher(this); }
}
class EnemyWatcher : ITick
{
readonly EnemyWatcherInfo info;
readonly HashSet<Player> discoveredPlayers;
bool announcedAny;
int rescanInterval;
int ticksBeforeNextNotification;
HashSet<uint> lastKnownActorIds;
HashSet<uint> visibleActorIds;
HashSet<string> playedNotifications;
public EnemyWatcher(EnemyWatcherInfo info)
{
lastKnownActorIds = new HashSet<uint>();
discoveredPlayers = new HashSet<Player>();
this.info = info;
rescanInterval = 0;
ticksBeforeNextNotification = 0;
}
// Here self is the player actor
void ITick.Tick(Actor self)
{
// TODO: Make the AI handle such notifications and remove Owner.IsBot from this check
// Disable notifications for AI and neutral players (creeps) and for spectators
if (self.Owner.Shroud.Disabled || self.Owner.IsBot || !self.Owner.Playable || self.Owner.PlayerReference.Spectating)
return;
rescanInterval--;
ticksBeforeNextNotification--;
if (rescanInterval > 0)
return;
rescanInterval = info.ScanInterval;
announcedAny = false;
visibleActorIds = new HashSet<uint>();
playedNotifications = new HashSet<string>();
foreach (var actor in self.World.ActorsWithTrait<AnnounceOnSeen>())
{
// We don't want notifications for allied actors or actors disguised as such
if (actor.Actor.AppearsFriendlyTo(self))
continue;
if (actor.Actor.IsDead || !actor.Actor.IsInWorld)
continue;
// The actor is not currently visible
if (!actor.Actor.CanBeViewedByPlayer(self.Owner))
continue;
visibleActorIds.Add(actor.Actor.ActorID);
// We already know about this actor
if (lastKnownActorIds.Contains(actor.Actor.ActorID))
continue;
// Should we play a sound notification?
var playNotification = !playedNotifications.Contains(actor.Trait.Info.Notification) && ticksBeforeNextNotification <= 0;
// Notify the actor that he has been discovered
foreach (var trait in actor.Actor.TraitsImplementing<INotifyDiscovered>())
trait.OnDiscovered(actor.Actor, self.Owner, playNotification);
var discoveredPlayer = actor.Actor.Owner;
if (!discoveredPlayers.Contains(discoveredPlayer))
{
// Notify the actor's owner that he has been discovered
foreach (var trait in discoveredPlayer.PlayerActor.TraitsImplementing<INotifyDiscovered>())
trait.OnDiscovered(actor.Actor, self.Owner, false);
discoveredPlayers.Add(discoveredPlayer);
}
if (!playNotification)
continue;
playedNotifications.Add(actor.Trait.Info.Notification);
announcedAny = true;
}
if (announcedAny)
ticksBeforeNextNotification = info.NotificationInterval;
lastKnownActorIds = visibleActorIds;
}
}
}