#region Copyright & License Information /* * Copyright 2007-2013 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; namespace OpenRA.Traits { public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight } public class ActorMapInfo : ITraitInfo { [Desc("Size of partition bins (cells)")] public readonly int BinSize = 10; public object Create(ActorInitializer init) { return new ActorMap(init.world, this); } } public class ActorMap : ITick { class InfluenceNode { public InfluenceNode Next; public SubCell SubCell; public Actor Actor; } static readonly SubCell[] SubCells = { SubCell.TopLeft, SubCell.TopRight, SubCell.Center, SubCell.BottomLeft, SubCell.BottomRight }; readonly ActorMapInfo info; readonly Map map; InfluenceNode[,] influence; List[] actors; int rows, cols; // Position updates are done in one pass // to ensure consistency during a tick List addActorPosition; List removeActorPosition; public ActorMap(World world, ActorMapInfo info) { this.info = info; map = world.Map; influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y]; cols = world.Map.MapSize.X / info.BinSize + 1; rows = world.Map.MapSize.Y / info.BinSize + 1; actors = new List[rows * cols]; for (var j = 0; j < rows; j++) for (var i = 0; i < cols; i++) actors[j * cols + i] = new List(); addActorPosition = new List(); removeActorPosition = new List(); } public IEnumerable GetUnitsAt(CPos a) { if (!map.IsInMap(a)) yield break; for (var i = influence[a.X, a.Y]; i != null; i = i.Next) if (!i.Actor.Destroyed) yield return i.Actor; } public IEnumerable GetUnitsAt(CPos a, SubCell sub) { if (!map.IsInMap(a)) yield break; for (var i = influence[a.X, a.Y]; i != null; i = i.Next) if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell)) yield return i.Actor; } public bool HasFreeSubCell(CPos a) { if (!AnyUnitsAt(a)) return true; return SubCells.Any(b => !AnyUnitsAt(a, b)); } public SubCell? FreeSubCell(CPos a) { if (!HasFreeSubCell(a)) return null; return SubCells.First(b => !AnyUnitsAt(a, b)); } public bool AnyUnitsAt(CPos a) { return influence[a.X, a.Y] != null; } public bool AnyUnitsAt(CPos a, SubCell sub) { for (var i = influence[a.X, a.Y]; i != null; i = i.Next) if (i.SubCell == sub || i.SubCell == SubCell.FullCell) return true; return false; } 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 }; } public void RemoveInfluence(Actor self, IOccupySpace ios) { foreach (var c in ios.OccupiedCells()) RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self); } void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove) { if (influenceNode == null) return; else if (influenceNode.Actor == toRemove) influenceNode = influenceNode.Next; if (influenceNode != null) RemoveInfluenceInner(ref influenceNode.Next, toRemove); } public void Tick(Actor self) { // Position updates are done in one pass // to ensure consistency during a tick foreach (var bin in actors) bin.RemoveAll(removeActorPosition.Contains); removeActorPosition.Clear(); foreach (var a in addActorPosition) { var pos = a.OccupiesSpace.CenterPosition; var i = (pos.X / info.BinSize).Clamp(0, cols - 1); var j = (pos.Y / info.BinSize).Clamp(0, rows - 1); actors[j * cols + i].Add(a); } addActorPosition.Clear(); } public void AddPosition(Actor a, IOccupySpace ios) { addActorPosition.Add(a); } public void RemovePosition(Actor a, IOccupySpace ios) { removeActorPosition.Add(a); } public void UpdatePosition(Actor a, IOccupySpace ios) { RemovePosition(a, ios); AddPosition(a, ios); } public IEnumerable ActorsInBox(WPos a, WPos b) { var left = Math.Min(a.X, b.X); var top = Math.Min(a.Y, b.Y); var right = Math.Max(a.X, b.X); var bottom = Math.Max(a.Y, b.Y); var i1 = (left / info.BinSize).Clamp(0, cols - 1); var i2 = (right / info.BinSize).Clamp(0, cols - 1); var j1 = (top / info.BinSize).Clamp(0, rows - 1); var j2 = (bottom / info.BinSize).Clamp(0, rows - 1); var actorsInBox = new List(); for (var j = j1; j <= j2; j++) { for (var i = i1; i <= i2; i++) { foreach (var actor in actors[j * cols + i]) { var c = actor.CenterPosition; if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom) actorsInBox.Add(actor); } } } return actorsInBox.Distinct(); } } }