Merge pull request #7262 from RoosterDragon/actormap-partitioning
Fix ActorMap spatial partitioning to actually work.
This commit is contained in:
@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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namespace OpenRA.Traits
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@@ -180,12 +181,12 @@ namespace OpenRA.Traits
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map = world.Map;
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influence = new CellLayer<InfluenceNode>(world.Map);
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cols = world.Map.MapSize.X / info.BinSize + 1;
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rows = world.Map.MapSize.Y / info.BinSize + 1;
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cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
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rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
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bins = new Bin[rows * cols];
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for (var j = 0; j < rows; j++)
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for (var i = 0; i < cols; i++)
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bins[j * cols + i] = new Bin();
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for (var row = 0; row < rows; row++)
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for (var col = 0; col < cols; col++)
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bins[row * cols + col] = new Bin();
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// Cache this delegate so it does not have to be allocated repeatedly.
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actorShouldBeRemoved = removeActorPosition.Contains;
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@@ -352,10 +353,10 @@ namespace OpenRA.Traits
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foreach (var a in addActorPosition)
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{
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var pos = a.OccupiesSpace.CenterPosition;
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var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
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var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
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var bin = bins[j * cols + i];
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var pos = a.CenterPosition;
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var col = WorldCoordToBinIndex(pos.X).Clamp(0, cols - 1);
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var row = WorldCoordToBinIndex(pos.Y).Clamp(0, rows - 1);
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var bin = BinAt(row, col);
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bin.Actors.Add(a);
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foreach (var t in bin.ProximityTriggers)
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@@ -461,20 +462,44 @@ namespace OpenRA.Traits
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addActorPosition.Add(a);
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}
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int CellCoordToBinIndex(int cell)
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{
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return cell / info.BinSize;
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}
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int WorldCoordToBinIndex(int world)
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{
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return CellCoordToBinIndex(world / 1024);
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}
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Rectangle BinRectangleCoveringWorldArea(int worldLeft, int worldTop, int worldRight, int worldBottom)
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{
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var minCol = WorldCoordToBinIndex(worldLeft).Clamp(0, cols - 1);
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var minRow = WorldCoordToBinIndex(worldTop).Clamp(0, rows - 1);
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var maxCol = WorldCoordToBinIndex(worldRight).Clamp(0, cols - 1);
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var maxRow = WorldCoordToBinIndex(worldBottom).Clamp(0, rows - 1);
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return Rectangle.FromLTRB(minCol, minRow, maxCol, maxRow);
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}
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Bin BinAt(int binRow, int binCol)
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{
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return bins[binRow * cols + binCol];
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}
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IEnumerable<Bin> BinsInBox(WPos a, WPos b)
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{
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var left = Math.Min(a.X, b.X);
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var top = Math.Min(a.Y, b.Y);
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var right = Math.Max(a.X, b.X);
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var bottom = Math.Max(a.Y, b.Y);
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var i1 = (left / info.BinSize).Clamp(0, cols - 1);
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var i2 = (right / info.BinSize).Clamp(0, cols - 1);
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var j1 = (top / info.BinSize).Clamp(0, rows - 1);
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var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
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for (var j = j1; j <= j2; j++)
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for (var i = i1; i <= i2; i++)
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yield return bins[j * cols + i];
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var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
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var minCol = region.Left;
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var minRow = region.Top;
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var maxCol = region.Right;
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var maxRow = region.Bottom;
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for (var row = minRow; row <= maxRow; row++)
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for (var col = minCol; col <= maxCol; col++)
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yield return BinAt(row, col);
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}
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public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
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@@ -483,16 +508,16 @@ namespace OpenRA.Traits
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var top = Math.Min(a.Y, b.Y);
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var right = Math.Max(a.X, b.X);
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var bottom = Math.Max(a.Y, b.Y);
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var i1 = (left / info.BinSize).Clamp(0, cols - 1);
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var i2 = (right / info.BinSize).Clamp(0, cols - 1);
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var j1 = (top / info.BinSize).Clamp(0, rows - 1);
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var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
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for (var j = j1; j <= j2; j++)
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var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
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var minCol = region.Left;
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var minRow = region.Top;
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var maxCol = region.Right;
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var maxRow = region.Bottom;
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for (var row = minRow; row <= maxRow; row++)
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{
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for (var i = i1; i <= i2; i++)
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for (var col = minCol; col <= maxCol; col++)
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{
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foreach (var actor in bins[j * cols + i].Actors)
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foreach (var actor in BinAt(row, col).Actors)
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{
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if (actor.IsInWorld)
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{
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