Use CellLayer for ActorMap.

This commit is contained in:
Paul Chote
2014-05-17 12:08:33 +12:00
parent baf27bc4cd
commit 8dc0967d2e

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Traits
readonly ActorMapInfo info;
readonly Map map;
InfluenceNode[,] influence;
readonly CellLayer<InfluenceNode> influence;
List<Actor>[] actors;
int rows, cols;
@@ -56,7 +56,7 @@ namespace OpenRA.Traits
{
this.info = info;
map = world.Map;
influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
influence = new CellLayer<InfluenceNode>(world.Map);
cols = world.Map.MapSize.X / info.BinSize + 1;
rows = world.Map.MapSize.Y / info.BinSize + 1;
@@ -74,7 +74,7 @@ namespace OpenRA.Traits
if (!map.IsInMap(a))
yield break;
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
for (var i = influence[a]; i != null; i = i.Next)
if (!i.Actor.Destroyed)
yield return i.Actor;
}
@@ -84,7 +84,7 @@ namespace OpenRA.Traits
if (!map.IsInMap(a))
yield break;
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
for (var i = influence[a]; i != null; i = i.Next)
if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
yield return i.Actor;
}
@@ -107,12 +107,12 @@ namespace OpenRA.Traits
public bool AnyUnitsAt(CPos a)
{
return influence[a.X, a.Y] != null;
return influence[a] != null;
}
public bool AnyUnitsAt(CPos a, SubCell sub)
{
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
for (var i = influence[a]; i != null; i = i.Next)
if (i.SubCell == sub || i.SubCell == SubCell.FullCell)
return true;
@@ -122,20 +122,25 @@ namespace OpenRA.Traits
public void AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
influence[c.First.X, c.First.Y] = new InfluenceNode { Next = influence[c.First.X, c.First.Y], SubCell = c.Second, Actor = self };
influence[c.First] = new InfluenceNode { Next = influence[c.First], SubCell = c.Second, Actor = self };
}
public void RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self);
{
var temp = influence[c.First];
RemoveInfluenceInner(ref temp, self);
influence[c.First] = temp;
}
}
void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
else if (influenceNode.Actor == toRemove)
if (influenceNode.Actor == toRemove)
influenceNode = influenceNode.Next;
if (influenceNode != null)