added ref to World in UIM, PathFinder, WorldRenderer

This commit is contained in:
Bob
2010-01-21 12:42:58 +13:00
parent 8729d049f1
commit 71cd7b8fe0
3 changed files with 17 additions and 11 deletions

View File

@@ -7,6 +7,7 @@ namespace OpenRa.Graphics
{
public class WorldRenderer
{
readonly World world;
internal readonly TerrainRenderer terrainRenderer;
internal readonly SpriteRenderer spriteRenderer;
internal readonly LineRenderer lineRenderer;
@@ -18,6 +19,7 @@ namespace OpenRa.Graphics
internal WorldRenderer(World world, Renderer renderer)
{
this.world = world;
this.renderer = renderer;
terrainRenderer = new TerrainRenderer(world, renderer);
@@ -66,13 +68,13 @@ namespace OpenRa.Graphics
new SizeF( Game.viewport.Width, Game.viewport.Height ));
/* todo: cull to screen again */
var renderables = Game.world.Actors.SelectMany(a => a.Render())
var renderables = world.Actors.SelectMany(a => a.Render())
.OrderBy(r => r, comparer);
foreach (var r in renderables)
spriteRenderer.DrawSprite(r.Sprite, r.Pos, r.Palette);
foreach (var e in Game.world.Effects)
foreach (var e in world.Effects)
DrawSpriteList(rect, e.Render());
uiOverlay.Draw();
@@ -84,7 +86,7 @@ namespace OpenRa.Graphics
if (Game.controller.orderGenerator != null)
Game.controller.orderGenerator.Render();
Game.world.LocalPlayer.Shroud.Draw(spriteRenderer);
world.LocalPlayer.Shroud.Draw(spriteRenderer);
lineRenderer.Flush();
spriteRenderer.Flush();
@@ -104,7 +106,7 @@ namespace OpenRa.Graphics
lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
foreach (var u in Game.world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
DrawSelectionBox(u, Color.Yellow, false);
}
@@ -133,7 +135,7 @@ namespace OpenRa.Graphics
DrawControlGroup(selectedUnit, xy);
// Only display pips and tags to the owner
if (selectedUnit.Owner == Game.world.LocalPlayer)
if (selectedUnit.Owner == world.LocalPlayer)
{
DrawPips(selectedUnit, xY);
DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));

View File

@@ -10,10 +10,12 @@ namespace OpenRa
{
public class PathFinder
{
readonly World world;
float[][,] passableCost = new float[4][,];
public PathFinder( World world )
{
this.world = world;
for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
passableCost[(int)umt] = new float[128, 128];
for( int x = 0 ; x < 128 ; x++ )
@@ -41,8 +43,8 @@ namespace OpenRa
{
using( new PerfSample( "find_unit_path_multiple_src" ) )
{
var tilesInRange = Game.world.FindTilesInCircle(target, range)
.Where( t => Game.world.IsCellBuildable( t, umt ) );
var tilesInRange = world.FindTilesInCircle(target, range)
.Where( t => world.IsCellBuildable( t, umt ) );
var path = FindPath( PathSearch.FromPoints( tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
path.Reverse();
@@ -55,7 +57,7 @@ namespace OpenRa
return q =>
p != q &&
((p - q).LengthSquared < dist * dist) &&
(Game.world.UnitInfluence.GetUnitsAt(q).Any());
(world.UnitInfluence.GetUnitsAt(q).Any());
}
public List<int2> FindPath( PathSearch search )

View File

@@ -8,11 +8,13 @@ namespace OpenRa
{
public class UnitInfluenceMap
{
readonly World world;
List<Actor>[,] influence = new List<Actor>[128, 128];
readonly int2 searchDistance = new int2(2,2);
public UnitInfluenceMap( World world )
{
this.world = world;
for (int i = 0; i < 128; i++)
for (int j = 0; j < 128; j++)
influence[ i, j ] = new List<Actor>();
@@ -25,7 +27,7 @@ namespace OpenRa
// Does this belong here? NO, but it's your mess.
// Get the crushable actors
foreach (var a in Game.world.Actors.Where(b => b.traits.Contains<ICrushable>()))
foreach (var a in world.Actors.Where(b => b.traits.Contains<ICrushable>()))
{
// Are there any units in the same cell that can crush this?
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
@@ -33,7 +35,7 @@ namespace OpenRa
{
// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
// If there is more than one, do action on the first crusher
var crusher = GetUnitsAt(cell).Where(b => a != b && Game.world.IsActorCrushableByActor(a, b)).FirstOrDefault();
var crusher = GetUnitsAt(cell).Where(b => a != b && world.IsActorCrushableByActor(a, b)).FirstOrDefault();
if (crusher != null)
{
Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
@@ -56,7 +58,7 @@ namespace OpenRa
if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( Actor a in Game.world.Actors )
foreach( Actor a in world.Actors )
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
if (!influence[cell.X, cell.Y].Contains(a))