using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Diagnostics; namespace OpenRa.Traits { public class UnitInfluenceInfo : ITraitInfo { public object Create( Actor self ) { return new UnitInfluence( self ); } } public class UnitInfluence : ITick { List[,] influence = new List[128, 128]; readonly int2 searchDistance = new int2(2,2); public UnitInfluence( Actor self ) { for (int i = 0; i < 128; i++) for (int j = 0; j < 128; j++) influence[ i, j ] = new List(); self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault() ); } public void Tick( Actor self ) { // Does this belong here? NO, but it's your mess. // Get the crushable actors foreach (var aa in self.World.Queries.WithTrait()) { var a = aa.Actor; // Are there any units in the same cell that can crush this? foreach( var ios in a.traits.WithInterface() ) foreach( var cell in ios.OccupiedCells() ) { // There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.) // If there is more than one, do action on the first crusher var crusher = GetUnitsAt(cell).Where(b => a != b && self.World.IsActorCrushableByActor(a, b)).FirstOrDefault(); if (crusher != null) { Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name); // Apply the crush action foreach (var crush in a.traits.WithInterface()) crush.OnCrush(crusher); } } } SanityCheck( self ); } [Conditional( "SANITY_CHECKS" )] void SanityCheck( Actor self ) { for( int y = 0 ; y < 128 ; y++ ) for( int x = 0 ; x < 128 ; x++ ) if( influence[ x, y ] != null ) foreach (var a in influence[ x, y ]) if (!a.traits.Get().OccupiedCells().Contains( new int2( x, y ) ) ) throw new InvalidOperationException( "UIM: Sanity check failed A" ); foreach( Actor a in self.World.Actors ) foreach( var ios in a.traits.WithInterface() ) foreach( var cell in ios.OccupiedCells() ) if (!influence[cell.X, cell.Y].Contains(a)) throw new InvalidOperationException( "UIM: Sanity check failed B" ); } public IEnumerable GetUnitsAt( int2 a ) { return influence[ a.X, a.Y ]; } public void Add( Actor self, IOccupySpace unit ) { foreach( var c in unit.OccupiedCells() ) influence[c.X, c.Y].Add(self); } public void Remove( Actor self, IOccupySpace unit ) { if (unit != null) foreach (var c in unit.OccupiedCells()) influence[c.X, c.Y].Remove(self); } public void Update(Actor self, IOccupySpace unit) { Remove(self, unit); if (!self.IsDead) Add(self, unit); } } }