Pull ActorMap back out into a trait.
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130
OpenRA.Game/Traits/World/ActorMap.cs
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130
OpenRA.Game/Traits/World/ActorMap.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Traits
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{
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public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
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class ActorMapInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new ActorMap(init.world); }
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}
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public class ActorMap
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{
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class InfluenceNode
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{
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public InfluenceNode next;
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public SubCell subCell;
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public Actor actor;
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}
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InfluenceNode[,] influence;
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Map map;
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public ActorMap(World world)
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{
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map = world.Map;
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influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
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world.ActorAdded += a => Add(a, a.OccupiesSpace);
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world.ActorRemoved += a => Remove(a, a.OccupiesSpace);
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a)
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{
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if (!map.IsInMap(a))
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (!i.actor.Destroyed)
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yield return i.actor;
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
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{
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if (!map.IsInMap(a))
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
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yield return i.actor;
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}
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public bool HasFreeSubCell(CPos a)
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{
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if (!AnyUnitsAt(a))
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return true;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight }.Any(b => !AnyUnitsAt(a,b));
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}
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public SubCell? FreeSubCell(CPos a)
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{
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if (!HasFreeSubCell(a))
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return null;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight }.First(b => !AnyUnitsAt(a,b));
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}
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public bool AnyUnitsAt(CPos a)
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{
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return influence[a.X, a.Y] != null;
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}
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public bool AnyUnitsAt(CPos a, SubCell sub)
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{
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (i.subCell == sub || i.subCell == SubCell.FullCell)
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return true;
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return false;
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}
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public void Add(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.First.X, c.First.Y] = new InfluenceNode { next = influence[c.First.X, c.First.Y], subCell = c.Second, actor = 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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RemoveInner(ref influence[c.First.X, c.First.Y], self);
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}
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void RemoveInner(ref InfluenceNode influenceNode, Actor toRemove)
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{
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if (influenceNode == null)
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return;
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else if (influenceNode.actor == toRemove)
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influenceNode = influenceNode.next;
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if (influenceNode != null)
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RemoveInner(ref influenceNode.next, toRemove);
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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())
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Add(self, unit);
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}
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}
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}
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