using System; using System.Diagnostics; using System.Linq; using OpenRa.Game.Traits; namespace OpenRa.Game { class UnitInfluenceMap { Actor[,] influence = new Actor[128, 128]; readonly int2 searchDistance = new int2(2,2); public UnitInfluenceMap() { Game.world.ActorRemoved += a => Remove(a.traits.GetOrDefault()); } public void Tick() { SanityCheck(); } [Conditional( "SANITY_CHECKS" )] void SanityCheck() { for( int y = 0 ; y < 128 ; y++ ) for( int x = 0 ; x < 128 ; x++ ) if( influence[ x, y ] != null && !influence[ x, y ].traits.Get().OccupiedCells().Contains( new int2( x, y ) ) ) throw new InvalidOperationException( "UIM: Sanity check failed A" ); foreach( var a in Game.world.Actors ) { if( !a.traits.Contains() ) continue; foreach( var cell in a.traits.Get().OccupiedCells() ) if( influence[ cell.X, cell.Y ] != a ) throw new InvalidOperationException( "UIM: Sanity check failed B" ); } } [Conditional( "SANITY_CHECKS" )] void SanityCheckAdd( Mobile a ) { foreach( var c in a.OccupiedCells() ) if( influence[c.X, c.Y] != null ) throw new InvalidOperationException( "UIM: Sanity check failed (Add)" ); } public Actor GetUnitAt( int2 a ) { return influence[ a.X, a.Y ]; } public void Add(Mobile a) { SanityCheckAdd(a); foreach (var c in a.OccupiedCells()) influence[c.X, c.Y] = a.self; } public void Remove(Mobile a) { if (a == null) return; var min = int2.Max(new int2(0, 0), a.self.Location - searchDistance); var max = int2.Min(new int2(128, 128), a.self.Location + searchDistance); for (var j = min.Y; j <= max.Y; j++) for (var i = min.X; i <= max.X; i++) if (influence[i, j] == a.self) influence[i, j] = null; } public void Update(Mobile a) { Remove(a); if (!a.self.IsDead) Add(a); } } }