Remove PPos overload of FindUnitsInCircle.

This commit is contained in:
Paul Chote
2013-07-20 13:53:28 +12:00
parent 39d2095e54
commit e6865c5996
5 changed files with 21 additions and 32 deletions

View File

@@ -55,25 +55,20 @@ namespace OpenRA
return actors.OrderBy(a => (a.CenterPosition - pos).LengthSquared).FirstOrDefault(); return actors.OrderBy(a => (a.CenterPosition - pos).LengthSquared).FirstOrDefault();
} }
public static IEnumerable<Actor> FindUnitsInCircle(this World world, WPos a, WRange r) public static IEnumerable<Actor> FindUnitsInCircle(this World world, WPos origin, WRange r)
{
return world.FindUnitsInCircle(PPos.FromWPos(a), r.Range * Game.CellSize / 1024);
}
public static IEnumerable<Actor> FindUnitsInCircle(this World world, PPos a, int r)
{ {
using (new PerfSample("FindUnitsInCircle")) using (new PerfSample("FindUnitsInCircle"))
{ {
var min = a - PVecInt.FromRadius(r); // Target ranges are calculated in 2D, so ignore height differences
var max = a + PVecInt.FromRadius(r); var vec = new WVec(r, r, WRange.Zero);
var rSq = r.Range*r.Range;
var actors = world.FindUnits(min, max); return world.FindUnits(origin - vec, origin + vec).Where(a =>
{
var rect = new Rectangle(min.X, min.Y, max.X - min.X, max.Y - min.Y); var pos = a.CenterPosition;
var dx = (long)(pos.X - origin.X);
var inBox = actors.Where(x => x.ExtendedBounds.Value.IntersectsWith(rect)); var dy = (long)(pos.Y - origin.Y);
return dx*dx + dy*dy <= rSq;
return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r); });
} }
} }

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@@ -52,21 +52,13 @@ namespace OpenRA.Mods.RA.Activities
int searchRadiusSquared = searchRadius * searchRadius; int searchRadiusSquared = searchRadius * searchRadius;
// Find harvestable resources nearby: // Find harvestable resources nearby:
// Avoid enemy territory:
// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
var path = self.World.WorldActor.Trait<PathFinder>().FindPath( var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
PathSearch.Search(self.World, mobileInfo, self, true) PathSearch.Search(self.World, mobileInfo, self, true)
.WithCustomCost(loc => .WithCustomCost(loc => self.World.FindUnitsInCircle(loc.CenterPosition, WRange.FromCells(8))
{ .Where (u => !u.Destroyed && self.Owner.Stances[u.Owner] == Stance.Enemy)
// Avoid enemy territory: .Sum(u => Math.Max(0, 64 - (loc - u.Location).LengthSquared)))
int safetycost = (
// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
from u in self.World.FindUnitsInCircle(loc.ToPPos(), Game.CellSize * 8)
where !u.Destroyed
where self.Owner.Stances[u.Owner] == Stance.Enemy
select Math.Max(0, 64 - (loc - u.Location).LengthSquared)
).Sum();
return safetycost;
})
.WithHeuristic(loc => .WithHeuristic(loc =>
{ {
// Avoid this cell: // Avoid this cell:

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@@ -113,7 +113,8 @@ namespace OpenRA.Mods.RA.Air
/* repulsion only applies when we're flying */ /* repulsion only applies when we're flying */
if (Altitude <= 0) return; if (Altitude <= 0) return;
var otherHelis = self.World.FindUnitsInCircle(self.CenterLocation, Info.IdealSeparation) var separation = new WRange(Info.IdealSeparation * 1024 / Game.CellSize);
var otherHelis = self.World.FindUnitsInCircle(self.CenterPosition, separation)
.Where(a => a.HasTrait<Helicopter>()); .Where(a => a.HasTrait<Helicopter>());
var f = otherHelis var f = otherHelis

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@@ -105,7 +105,8 @@ namespace OpenRA.Mods.RA
case DamageModel.Normal: case DamageModel.Normal:
{ {
var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2); var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
var hitActors = world.FindUnitsInCircle(args.dest, (int)maxSpread); var range = new WRange((int)maxSpread * 1024 / Game.CellSize);
var hitActors = world.FindUnitsInCircle(args.dest.ToWPos(0), range);
foreach (var victim in hitActors) foreach (var victim in hitActors)
{ {

View File

@@ -109,7 +109,7 @@ namespace OpenRA.Mods.RA
IEnumerable<Actor> UnitsInRange() IEnumerable<Actor> UnitsInRange()
{ {
return Self.World.FindUnitsInCircle(Self.CenterLocation, Game.CellSize * Info.Range) return Self.World.FindUnitsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
.Where(a => a.IsInWorld && a != Self && !a.Destroyed) .Where(a => a.IsInWorld && a != Self && !a.Destroyed)
.Where(a => !a.Owner.NonCombatant); .Where(a => !a.Owner.NonCombatant);
} }