clipped voronoi regions for ground control; buildings cannot be placed outside of ground control anymore

This commit is contained in:
Chris Forbes
2009-10-23 20:10:28 +13:00
parent d60775f45c
commit 7d6e254983
7 changed files with 131 additions and 19 deletions

View File

@@ -27,6 +27,9 @@ namespace OpenRa
public int Length { get { return (int)Math.Sqrt(LengthSquared); } }
public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode(); }
public static int2 Max(int2 a, int2 b) { return new int2(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y)); }
public static int2 Min(int2 a, int2 b) { return new int2(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y)); }
public override bool Equals(object obj)
{
if (obj == null)

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@@ -3,33 +3,94 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using IjwFramework.Collections;
namespace OpenRa.Game
{
class BuildingInfluenceMap
{
Actor[,] influence = new Actor[128, 128];
Pair<Actor, float>[,] influence = new Pair<Actor, float>[128, 128];
readonly int maxDistance; /* clip limit for voronoi cells */
static readonly Pair<Actor, float> NoClaim = Pair.New((Actor)null, float.MaxValue);
public BuildingInfluenceMap(World world, Player player)
public BuildingInfluenceMap(World world, int maxDistance)
{
this.maxDistance = maxDistance;
for (int j = 0; j < 128; j++)
for (int i = 0; i < 128; i++)
influence[i, j] = NoClaim;
world.ActorAdded +=
a => { if (a.traits.Contains<Traits.Building>() && a.Owner == player) AddInfluence(a); };
a => { if (a.traits.Contains<Traits.Building>()) AddInfluence(a); };
world.ActorRemoved +=
a => { if (a.traits.Contains<Traits.Building>() && a.Owner == player) RemoveInfluence(a); };
a => { if (a.traits.Contains<Traits.Building>()) RemoveInfluence(a); };
}
void AddInfluence(Actor a)
{
foreach (var t in Footprint.UnpathableTiles(a.unitInfo, a.Location))
var tiles = Footprint.UnpathableTiles(a.unitInfo, a.Location).ToArray();
var min = int2.Max(new int2(0, 0),
tiles.Aggregate(int2.Min) - new int2(maxDistance, maxDistance));
var max = int2.Min(new int2(128, 128),
tiles.Aggregate(int2.Max) + new int2(maxDistance, maxDistance));
var pq = new PriorityQueue<Cell>();
var initialTileCount = 0;
foreach (var t in tiles)
if (IsValid(t))
influence[t.X, t.Y] = a;
{
pq.Add(new Cell { location = t, distance = 0, actor=a });
++initialTileCount;
}
Log.Write("Recalculating voronoi region for {{ {0} ({1},{2}) }}: {3} initial tiles",
a.unitInfo.Name, a.Location.X, a.Location.Y, initialTileCount);
var updatedCells = 0;
while (!pq.Empty)
{
var c = pq.Pop();
if (influence[c.location.X, c.location.Y].Second <= c.distance)
continue;
influence[c.location.X, c.location.Y].First = c.actor;
influence[c.location.X, c.location.Y].Second = c.distance;
++updatedCells;
if (c.distance + 1 > maxDistance) continue;
foreach (var d in PathFinder.directions)
{
var e = c.location + d;
if (e.X < min.X || e.Y < min.Y || e.X > max.X || e.Y > max.Y)
continue;
pq.Add(new Cell
{
location = e,
distance = c.distance + ((d.X * d.Y != 0) ? 1.414f : 1f),
actor = c.actor
});
}
}
Log.Write("Finished recalculating region. {0} cells updated.", updatedCells);
}
void RemoveInfluence(Actor a)
{
foreach (var t in Footprint.UnpathableTiles(a.unitInfo, a.Location))
if (IsValid(t))
influence[t.X, t.Y] = null;
influence[t.X, t.Y] = NoClaim;
/* todo: fix everything that was in this region! doesnt matter yet, since we cant destroy buildings */
}
bool IsValid(int2 t)
@@ -37,6 +98,35 @@ namespace OpenRa.Game
return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
}
public Actor this[int2 cell] { get { return IsValid(cell) ? influence[cell.X, cell.Y] : null; } }
public Actor GetBuildingAt(int2 cell)
{
if (!IsValid(cell) || influence[cell.X, cell.Y].Second != 0)
return null;
return influence[cell.X, cell.Y].First;
}
public Actor GetNearestBuilding(int2 cell)
{
if (!IsValid(cell)) return null;
return influence[cell.X, cell.Y].First;
}
public int GetDistanceToBuilding(int2 cell)
{
if (!IsValid(cell)) return int.MaxValue;
return (int)influence[cell.X, cell.Y].Second;
}
struct Cell : IComparable<Cell>
{
public int2 location;
public float distance;
public Actor actor;
public int CompareTo(Cell other)
{
return distance.CompareTo(other.distance);
}
}
}
}

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@@ -28,7 +28,7 @@ namespace OpenRa.Game
public static Dictionary<int, Player> players = new Dictionary<int, Player>();
public static Player LocalPlayer { get { return players[localPlayerIndex]; } }
public static BuildingInfluenceMap LocalPlayerBuildings;
public static BuildingInfluenceMap BuildingInfluence;
static ISoundEngine soundEngine;
@@ -55,9 +55,9 @@ namespace OpenRa.Game
LoadMapBuildings( mapFile );
LoadMapUnits( mapFile );
LocalPlayerBuildings = new BuildingInfluenceMap(world, LocalPlayer);
BuildingInfluence = new BuildingInfluenceMap(world, 8);
pathFinder = new PathFinder(map, terrain.tileSet, LocalPlayerBuildings);
pathFinder = new PathFinder(map, terrain.tileSet, BuildingInfluence);
network = new Network();
@@ -124,7 +124,7 @@ namespace OpenRa.Game
public static bool IsCellBuildable(int2 a, UnitMovementType umt)
{
if (LocalPlayerBuildings[a] != null) return false;
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
a += map.Offset;
@@ -159,6 +159,15 @@ namespace OpenRa.Game
{
var q = FindUnits(a, a);
return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
}
public static int GetDistanceToBase(int2 b, Player p)
{
var building = BuildingInfluence.GetNearestBuilding(b);
if (building == null || building.Owner != p)
return int.MaxValue;
return BuildingInfluence.GetDistanceToBuilding(b);
}
}
}

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@@ -54,7 +54,7 @@ namespace OpenRa.Game
SequenceProvider.ForcePrecache();
Game.world.Add( new Actor( "mcv", new int2( 5, 5 ), Game.players[ 3 ]) );
Game.world.Add( new Actor( "mcv", new int2( 5, 5 ), Game.players[ 1 ]) );
Game.world.Add( new Actor( "mcv", new int2( 7, 5 ), Game.players[ 2 ] ) );
Game.world.Add( new Actor( "mcv", new int2( 9, 5 ), Game.players[ 0 ] ) );
var jeep = new Actor( "jeep", new int2( 9, 15 ), Game.players[ 1 ] );

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@@ -64,7 +64,7 @@ namespace OpenRa.Game
continue;
if( passableCost[ newHere.X, newHere.Y ] == double.PositiveInfinity )
continue;
if (bim[newHere - offset] != null)
if (bim.GetBuildingAt(newHere - offset) != null)
continue;
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[ newHere.X, newHere.Y ];
@@ -98,7 +98,7 @@ namespace OpenRa.Game
return ret;
}
static readonly int2[] directions =
public static readonly int2[] directions =
new int2[] {
new int2( -1, -1 ),
new int2( -1, 0 ),

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@@ -26,6 +26,11 @@ namespace OpenRa.Game
bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel)))
yield break;
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
if (!Footprint.Tiles(bi, xy).Any(
t => Game.GetDistanceToBase(t, Owner) < maxDistance))
yield break;
yield return new PlaceBuildingOrder(this, xy);
}

View File

@@ -1,7 +1,8 @@
using System.Drawing;
using OpenRa.Game.Graphics;
using System;
using OpenRa.Game.GameRules;
using OpenRa.Game.GameRules;
using System.Linq;
namespace OpenRa.Game
{
@@ -32,12 +33,16 @@ namespace OpenRa.Game
public void Draw()
{
if (!hasOverlay)
return;
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( Game.IsCellBuildable( t, bi.WaterBound
spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel )
? buildOk : buildBlocked, Game.CellSize * t, 0 );