BIM/UIM become traits on World; Added World.WorldActor
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95
OpenRa.Game/Traits/UnitInfluence.cs
Executable file
95
OpenRa.Game/Traits/UnitInfluence.cs
Executable file
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Diagnostics;
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namespace OpenRa.Traits
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{
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public class UnitInfluenceInfo : ITraitInfo
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{
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public object Create( Actor self ) { return new UnitInfluence( self ); }
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}
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public class UnitInfluence : ITick
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{
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List<Actor>[,] influence = new List<Actor>[128, 128];
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readonly int2 searchDistance = new int2(2,2);
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public UnitInfluence( Actor self )
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{
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for (int i = 0; i < 128; i++)
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for (int j = 0; j < 128; j++)
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influence[ i, j ] = new List<Actor>();
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self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
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}
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public void Tick( Actor self )
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{
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// Does this belong here? NO, but it's your mess.
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// Get the crushable actors
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foreach (var a in self.World.Actors.Where(b => b.traits.Contains<ICrushable>()))
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{
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// Are there any units in the same cell that can crush this?
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var cell in ios.OccupiedCells() )
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{
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// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
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// If there is more than one, do action on the first crusher
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var crusher = GetUnitsAt(cell).Where(b => a != b && self.World.IsActorCrushableByActor(a, b)).FirstOrDefault();
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if (crusher != null)
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{
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Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
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// Apply the crush action
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foreach (var crush in a.traits.WithInterface<ICrushable>())
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crush.OnCrush(crusher);
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}
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}
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}
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SanityCheck( self );
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck( Actor self )
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{
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for( int y = 0 ; y < 128 ; y++ )
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for( int x = 0 ; x < 128 ; x++ )
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( Actor a in self.World.Actors )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var cell in ios.OccupiedCells() )
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if (!influence[cell.X, cell.Y].Contains(a))
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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}
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public IEnumerable<Actor> GetUnitsAt( int2 a )
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{
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return influence[ a.X, a.Y ];
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}
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public void Add( Actor self, IOccupySpace unit )
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{
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foreach( var c in unit.OccupiedCells() )
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influence[c.X, c.Y].Add(self);
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}
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public void Remove( Actor self, IOccupySpace unit )
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{
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if (unit != null)
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foreach (var c in unit.OccupiedCells())
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influence[c.X, c.Y].Remove(self);
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}
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public void Update(Actor self, IOccupySpace unit)
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{
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Remove(self, unit);
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if (!self.IsDead) Add(self, unit);
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}
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}
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}
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