Clean up ActorMap.
This commit is contained in:
@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2013 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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* 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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* 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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* as published by the Free Software Foundation. For more information,
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@@ -30,11 +30,17 @@ namespace OpenRA.Traits
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{
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{
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class InfluenceNode
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class InfluenceNode
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{
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{
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public InfluenceNode next;
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public InfluenceNode Next;
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public SubCell subCell;
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public SubCell SubCell;
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public Actor actor;
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public Actor Actor;
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}
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}
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static readonly SubCell[] SubCells =
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{
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SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight
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};
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readonly ActorMapInfo info;
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readonly ActorMapInfo info;
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readonly Map map;
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readonly Map map;
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InfluenceNode[,] influence;
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InfluenceNode[,] influence;
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@@ -61,9 +67,9 @@ namespace OpenRA.Traits
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if (!map.IsInMap(a))
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if (!map.IsInMap(a))
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yield break;
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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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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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if (!i.Actor.Destroyed)
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yield return i.actor;
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yield return i.Actor;
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}
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
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public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
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@@ -71,9 +77,9 @@ namespace OpenRA.Traits
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if (!map.IsInMap(a))
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if (!map.IsInMap(a))
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yield break;
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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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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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if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
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yield return i.actor;
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yield return i.Actor;
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}
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}
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public bool HasFreeSubCell(CPos a)
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public bool HasFreeSubCell(CPos a)
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@@ -81,8 +87,7 @@ namespace OpenRA.Traits
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if (!AnyUnitsAt(a))
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if (!AnyUnitsAt(a))
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return true;
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return true;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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return SubCells.Any(b => !AnyUnitsAt(a, b));
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SubCell.BottomLeft, SubCell.BottomRight }.Any(b => !AnyUnitsAt(a,b));
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}
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}
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public SubCell? FreeSubCell(CPos a)
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public SubCell? FreeSubCell(CPos a)
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@@ -90,11 +95,9 @@ namespace OpenRA.Traits
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if (!HasFreeSubCell(a))
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if (!HasFreeSubCell(a))
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return null;
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return null;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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return SubCells.First(b => !AnyUnitsAt(a, b));
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SubCell.BottomLeft, SubCell.BottomRight }.First(b => !AnyUnitsAt(a,b));
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}
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}
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public bool AnyUnitsAt(CPos a)
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public bool AnyUnitsAt(CPos a)
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{
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{
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return influence[a.X, a.Y] != null;
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return influence[a.X, a.Y] != null;
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@@ -102,8 +105,8 @@ namespace OpenRA.Traits
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public bool AnyUnitsAt(CPos a, SubCell sub)
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public bool AnyUnitsAt(CPos a, SubCell sub)
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{
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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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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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if (i.SubCell == sub || i.SubCell == SubCell.FullCell)
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return true;
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return true;
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return false;
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return false;
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@@ -112,7 +115,7 @@ namespace OpenRA.Traits
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public void AddInfluence(Actor self, IOccupySpace ios)
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public void AddInfluence(Actor self, IOccupySpace ios)
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{
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{
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foreach (var c in ios.OccupiedCells())
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foreach (var c in ios.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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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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}
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public void RemoveInfluence(Actor self, IOccupySpace ios)
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public void RemoveInfluence(Actor self, IOccupySpace ios)
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@@ -125,11 +128,11 @@ namespace OpenRA.Traits
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{
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{
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if (influenceNode == null)
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if (influenceNode == null)
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return;
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return;
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else if (influenceNode.actor == toRemove)
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else if (influenceNode.Actor == toRemove)
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influenceNode = influenceNode.next;
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influenceNode = influenceNode.Next;
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if (influenceNode != null)
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if (influenceNode != null)
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RemoveInfluenceInner(ref influenceNode.next, toRemove);
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RemoveInfluenceInner(ref influenceNode.Next, toRemove);
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}
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}
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public void AddPosition(Actor a, IOccupySpace ios)
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public void AddPosition(Actor a, IOccupySpace ios)
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