Replace dynamic Actor.Bounds with the (unchanging) relative rect.
This commit is contained in:
@@ -26,11 +26,12 @@ namespace OpenRA.Traits
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public object Create(ActorInitializer init) { return new ScreenMap(init.world, this); }
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}
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public class ScreenMap
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public class ScreenMap : IWorldLoaded
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{
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ScreenMapInfo info;
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Cache<Player, List<FrozenActor>[]> frozen;
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List<Actor>[] actors;
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WorldRenderer worldRenderer;
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Cache<Player, Dictionary<FrozenActor, Rectangle>[]> frozen;
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Dictionary<Actor, Rectangle>[] actors;
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int rows, cols;
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public ScreenMap(World world, ScreenMapInfo info)
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@@ -39,33 +40,39 @@ namespace OpenRA.Traits
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cols = world.Map.MapSize.X * Game.CellSize / info.BinSize + 1;
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rows = world.Map.MapSize.Y * Game.CellSize / info.BinSize + 1;
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frozen = new Cache<Player, List<FrozenActor>[]>(InitializeFrozenActors);
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actors = new List<Actor>[rows * cols];
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frozen = new Cache<Player, Dictionary<FrozenActor, Rectangle>[]>(InitializeFrozenActors);
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actors = new Dictionary<Actor, Rectangle>[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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actors[j * cols + i] = new List<Actor>();
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actors[j * cols + i] = new Dictionary<Actor, Rectangle>();
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}
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List<FrozenActor>[] InitializeFrozenActors(Player p)
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public void WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
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Dictionary<FrozenActor, Rectangle>[] InitializeFrozenActors(Player p)
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{
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var f = new List<FrozenActor>[rows * cols];
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var f = new Dictionary<FrozenActor, Rectangle>[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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f[j * cols + i] = new List<FrozenActor>();
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f[j * cols + i] = new Dictionary<FrozenActor, Rectangle>();
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return f;
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}
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public void Add(Player viewer, FrozenActor fa)
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{
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var top = Math.Max(0, fa.Bounds.Top / info.BinSize);
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var left = Math.Max(0, fa.Bounds.Left / info.BinSize);
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var bottom = Math.Min(rows - 1, fa.Bounds.Bottom / info.BinSize);
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var right = Math.Min(cols - 1, fa.Bounds.Right / info.BinSize);
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var pos = worldRenderer.ScreenPxPosition(fa.CenterPosition);
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var bounds = fa.Bounds;
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bounds.Offset(pos.X, pos.Y);
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var top = Math.Max(0, bounds.Top / info.BinSize);
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var left = Math.Max(0, bounds.Left / info.BinSize);
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var bottom = Math.Min(rows - 1, bounds.Bottom / info.BinSize);
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var right = Math.Min(cols - 1, bounds.Right / info.BinSize);
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for (var j = top; j <= bottom; j++)
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for (var i = left; i <= right; i++)
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frozen[viewer][j*cols + i].Add(fa);
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frozen[viewer][j*cols + i].Add(fa, bounds);
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}
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public void Remove(Player viewer, FrozenActor fa)
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@@ -76,15 +83,18 @@ namespace OpenRA.Traits
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public void Add(Actor a)
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{
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var b = a.Bounds.Value;
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var top = Math.Max(0, b.Top / info.BinSize);
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var left = Math.Max(0, b.Left / info.BinSize);
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var bottom = Math.Min(rows - 1, b.Bottom / info.BinSize);
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var right = Math.Min(cols - 1, b.Right / info.BinSize);
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var pos = worldRenderer.ScreenPxPosition(a.CenterPosition);
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var bounds = a.Bounds.Value;
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bounds.Offset(pos.X, pos.Y);
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var top = Math.Max(0, bounds.Top / info.BinSize);
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var left = Math.Max(0, bounds.Left / info.BinSize);
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var bottom = Math.Min(rows - 1, bounds.Bottom / info.BinSize);
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var right = Math.Min(cols - 1, bounds.Right / info.BinSize);
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for (var j = top; j <= bottom; j++)
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for (var i = left; i <= right; i++)
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actors[j * cols + i].Add(a);
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actors[j * cols + i].Add(a, bounds);
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}
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public void Remove(Actor a)
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@@ -103,14 +113,18 @@ namespace OpenRA.Traits
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{
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var i = (pxPos.X / info.BinSize).Clamp(0, cols - 1);
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var j = (pxPos.Y / info.BinSize).Clamp(0, rows - 1);
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return frozen[viewer][j*cols + i].Where(fa => fa.Bounds.Contains(pxPos) && fa.IsValid);
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return frozen[viewer][j*cols + i]
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.Where(kv => kv.Key.IsValid && kv.Value.Contains(pxPos))
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.Select(kv => kv.Key);
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}
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public IEnumerable<Actor> ActorsAt(int2 pxPos)
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{
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var i = (pxPos.X / info.BinSize).Clamp(0, cols - 1);
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var j = (pxPos.Y / info.BinSize).Clamp(0, rows - 1);
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return actors[j*cols + i].Where(a => a.Bounds.Value.Contains(pxPos) && a.IsInWorld);
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return actors[j * cols + i]
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.Where(kv => kv.Key.IsInWorld && kv.Value.Contains(pxPos))
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.Select(kv => kv.Key);
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}
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// Legacy fallback
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@@ -129,9 +143,17 @@ namespace OpenRA.Traits
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var bottom = (r.Bottom / info.BinSize).Clamp(0, rows - 1);
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for (var j = top; j <= bottom; j++)
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{
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for (var i = left; i <= right; i++)
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foreach (var a in actors[j*cols + i].Where(b => b.Bounds.Value.IntersectsWith(r) && b.IsInWorld))
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{
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var ret = actors[j * cols + i]
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.Where(kv => kv.Key.IsInWorld && kv.Value.IntersectsWith(r))
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.Select(kv => kv.Key);
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foreach (var a in ret)
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yield return a;
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}
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}
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}
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}
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}
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