Files
starruler-linux/scripts/shadow/objects/Territory.as
T
2018-07-17 14:15:37 +02:00

203 lines
4.8 KiB
ActionScript

import systems;
tidy class TerritoryScript {
TerritoryNode@ node;
set_int inner;
set_int edges;
array<Region@> regions;
array<Region@> visionPending;
array<bool> visionPendingOp;
Empire@ prevEmpire = playerEmpire;
double tick(Territory& obj, double time) {
if(playerEmpire !is prevEmpire) {
@prevEmpire = playerEmpire;
//Apply anything that was waiting
for(uint i = 0, cnt = visionPending.length; i < cnt; ++i) {
Region@ region = visionPending[i];
if(visionPendingOp[i])
node.addInner(region.id, region.position, region.radius);
else
node.removeInner(region.id);
}
visionPending.length = 0;
visionPendingOp.length = 0;
//Remove vision on systems we aren't supposed to see
for(uint i = 0, cnt = regions.length; i < cnt; ++i) {
Region@ region = regions[i];
if(obj.owner is playerEmpire || region.VisionMask & playerEmpire.visionMask == 0) {
node.removeInner(region.id);
visionPending.insertLast(region);
visionPendingOp.insertLast(true);
}
}
return 1.0;
}
for(uint i = 0, cnt = visionPending.length; i < cnt; ++i) {
Region@ region = visionPending[i];
if(obj.owner is playerEmpire || region.VisionMask & playerEmpire.visionMask != 0) {
if(visionPendingOp[i])
node.addInner(region.id, region.position, region.radius);
else
node.removeInner(region.id);
visionPending.removeAt(i);
visionPendingOp.removeAt(i);
--i; --cnt;
}
}
return 1.0;
}
bool canTradeTo(Region@ region) const {
return inner.contains(region.id) || edges.contains(region.id);
}
uint getRegionCount() const {
return regions.length;
}
Region@ getRegion(uint i) const {
if(i >= regions.length)
return null;
return regions[i];
}
void _readRegions(Territory& obj, Message& msg) {
uint cnt = 0;
msg >> cnt;
set_int newSet;
for(uint i = 0; i < cnt; ++i) {
Region@ region = cast<Region>(msg.readObject());
newSet.insert(region.id);
//Add new regions
if(!inner.contains(region.id))
add(obj, region);
//TODO: Check if this could ever result in
//an out-of-order delta putting a region
//in the wrong territory.
region.setTerritory(obj.owner, obj);
}
//Remove old regions
for(uint i = 0, ocnt = regions.length; i < ocnt; ++i) {
Region@ region = regions[i];
if(!newSet.contains(region.id)) {
remove(obj, region);
region.clearTerritory(obj.owner, obj);
--i; --ocnt;
}
}
}
void destroy(Territory& obj) {
node.markForDeletion();
@node = null;
}
void syncInitial(Territory& obj, Message& msg) {
@node = TerritoryNode();
node.setOwner(obj.owner);
_readRegions(obj, msg);
}
void syncDetailed(Territory& obj, Message& msg, double tDiff) {
_readRegions(obj, msg);
}
void syncDelta(Territory& obj, Message& msg, double tDiff) {
if(msg.readBit())
_readRegions(obj, msg);
}
void add(Territory& obj, Region@ region) {
if(obj.owner is playerEmpire || region.VisionMask & playerEmpire.visionMask != 0) {
node.addInner(region.id, region.position, region.radius);
}
else {
visionPending.insertLast(region);
visionPendingOp.insertLast(true);
}
inner.insert(region.id);
regions.insertLast(region);
if(edges.contains(region.id)) {
node.removeEdge(region.id);
edges.erase(region.id);
}
//Add edges from this region
SystemDesc@ desc = getSystem(region.SystemId);
for(uint i = 0, cnt = desc.adjacent.length; i < cnt; ++i) {
uint adj = desc.adjacent[i];
SystemDesc@ other = getSystem(adj);
if(inner.contains(other.object.id))
continue;
if(edges.contains(other.object.id))
continue;
edges.insert(other.object.id);
node.addEdge(other.object.id, other.position, other.radius);
}
}
void remove(Territory& obj, Region@ region) {
if(obj.owner is playerEmpire || region.VisionMask & playerEmpire.visionMask != 0) {
node.removeInner(region.id);
}
else {
visionPending.insertLast(region);
visionPendingOp.insertLast(false);
}
inner.erase(region.id);
regions.remove(region);
//Remove edges from this region
SystemDesc@ desc = getSystem(region.SystemId);
bool isEdge = false;
for(uint i = 0, cnt = desc.adjacent.length; i < cnt; ++i) {
uint adj = desc.adjacent[i];
SystemDesc@ other = getSystem(adj);
if(inner.contains(other.object.id))
isEdge = true;
if(!edges.contains(other.object.id))
continue;
bool found = false;
for(uint j = 0, jcnt = other.adjacent.length; j < jcnt; ++j) {
SystemDesc@ chk = getSystem(other.adjacent[j]);
if(inner.contains(chk.object.id)) {
found = true;
break;
}
}
if(!found) {
edges.erase(other.object.id);
node.removeEdge(other.object.id);
}
}
//Check if this should be added back as an edge
if(isEdge) {
edges.insert(region.id);
node.addEdge(region.id, region.position, region.radius);
}
}
};