Introduce ScreenMap trait for caching screen-coord queries.
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@@ -20,10 +20,7 @@ namespace OpenRA.Traits
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{
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public class FrozenActorLayerInfo : ITraitInfo
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{
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[Desc("Size of partition bins (screen pixels)")]
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public readonly int BinSize = 250;
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public object Create(ActorInitializer init) { return new FrozenActorLayer(init.world, this); }
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public object Create(ActorInitializer init) { return new FrozenActorLayer(init.self); }
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}
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public class FrozenActor
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@@ -98,34 +95,21 @@ namespace OpenRA.Traits
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[Sync] public int VisibilityHash;
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[Sync] public int FrozenHash;
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readonly FrozenActorLayerInfo info;
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readonly World world;
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readonly Player owner;
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Dictionary<uint, FrozenActor> frozen;
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List<FrozenActor>[,] bins;
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public FrozenActorLayer(World world, FrozenActorLayerInfo info)
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public FrozenActorLayer(Actor self)
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{
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this.info = info;
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world = self.World;
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owner = self.Owner;
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frozen = new Dictionary<uint, FrozenActor>();
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bins = new List<FrozenActor>[
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world.Map.MapSize.X * Game.CellSize / info.BinSize,
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world.Map.MapSize.Y * Game.CellSize / info.BinSize];
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for (var j = 0; j <= bins.GetUpperBound(1); j++)
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for (var i = 0; i <= bins.GetUpperBound(0); i++)
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bins[i, j] = new List<FrozenActor>();
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}
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public void Add(FrozenActor fa)
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{
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frozen.Add(fa.ID, fa);
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var top = (int)Math.Max(0, fa.Bounds.Top / info.BinSize);
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var left = (int)Math.Max(0, fa.Bounds.Left / info.BinSize);
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var bottom = (int)Math.Min(bins.GetUpperBound(1), fa.Bounds.Bottom / info.BinSize);
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var right = (int)Math.Min(bins.GetUpperBound(0), fa.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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bins[i, j].Add(fa);
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world.ScreenMap.Add(owner, fa);
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}
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public void Tick(Actor self)
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@@ -148,8 +132,7 @@ namespace OpenRA.Traits
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foreach (var r in remove)
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{
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foreach (var bin in bins)
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bin.Remove(frozen[r]);
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world.ScreenMap.Remove(owner, frozen[r]);
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frozen.Remove(r);
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}
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}
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@@ -161,13 +144,6 @@ namespace OpenRA.Traits
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.SelectMany(ff => ff.Render(wr));
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}
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public IEnumerable<FrozenActor> FrozenActorsAt(int2 pxPos)
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{
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var x = (pxPos.X / info.BinSize).Clamp(0, bins.GetUpperBound(0));
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var y = (pxPos.Y / info.BinSize).Clamp(0, bins.GetUpperBound(1));
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return bins[x, y].Where(p => p.Bounds.Contains(pxPos) && p.IsValid);
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}
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public FrozenActor FromID(uint id)
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{
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FrozenActor ret;
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