Add FrozenActorLayer.FrozenActorsInRegion.
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@@ -182,6 +182,7 @@ namespace OpenRA.Traits
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readonly SpatiallyPartitioned<uint> partitionedFrozenActorIds;
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readonly bool[] dirtyBins;
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readonly HashSet<uint> dirtyFrozenActorIds = new HashSet<uint>();
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readonly int rows, cols;
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public FrozenActorLayer(Actor self, FrozenActorLayerInfo info)
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{
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@@ -195,16 +196,17 @@ namespace OpenRA.Traits
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// expensive visibility update for frozen actors in these regions.
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partitionedFrozenActorIds = new SpatiallyPartitioned<uint>(
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world.Map.MapSize.X, world.Map.MapSize.Y, binSize);
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var maxX = world.Map.MapSize.X / binSize + 1;
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var maxY = world.Map.MapSize.Y / binSize + 1;
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dirtyBins = new bool[maxX * maxY];
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cols = world.Map.MapSize.X / binSize + 1;
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rows = world.Map.MapSize.Y / binSize + 1;
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dirtyBins = new bool[cols * rows];
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self.Trait<Shroud>().CellsChanged += cells =>
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{
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foreach (var cell in cells)
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{
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var x = cell.U / binSize;
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var y = cell.V / binSize;
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dirtyBins[y * maxX + x] = true;
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dirtyBins[y * cols + x] = true;
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}
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};
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}
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@@ -281,14 +283,13 @@ namespace OpenRA.Traits
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{
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// Check which bins on the map were dirtied due to changes in the shroud and gather the frozen actors whose
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// footprint overlap with these bins.
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var maxX = world.Map.MapSize.X / binSize + 1;
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var maxY = world.Map.MapSize.Y / binSize + 1;
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for (var y = 0; y < maxY; y++)
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for (var y = 0; y < rows; y++)
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{
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for (var x = 0; x < maxX; x++)
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for (var x = 0; x < cols; x++)
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{
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if (!dirtyBins[y * maxX + x])
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if (!dirtyBins[y * cols + x])
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continue;
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var box = new Rectangle(x * binSize, y * binSize, binSize, binSize);
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dirtyFrozenActorIds.UnionWith(partitionedFrozenActorIds.InBox(box));
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}
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@@ -318,5 +319,12 @@ namespace OpenRA.Traits
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return fa;
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}
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public IEnumerable<FrozenActor> FrozenActorsInRegion(CellRegion region)
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{
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var tl = region.TopLeft;
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var br = region.BottomRight;
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return partitionedFrozenActorIds.InBox(Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y)).Select(FromID);
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}
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}
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}
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