using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.Game.GameRules; using IjwFramework.Types; using IjwFramework.Collections; using OpenRa.Game.Graphics; namespace OpenRa.Game { class BuildingInfluenceMap { bool[,] blocked = new bool[128, 128]; Actor[,] influence = new Actor[128, 128]; static readonly Pair NoClaim = Pair.New((Actor)null, float.MaxValue); public BuildingInfluenceMap(int maxDistance) { for (int j = 0; j < 128; j++) for (int i = 0; i < 128; i++) influence[i, j] = null; Game.world.ActorAdded += a => { if (a.traits.Contains()) AddInfluence(a, a.traits.Get()); }; Game.world.ActorRemoved += a => { if (a.traits.Contains()) RemoveInfluence(a, a.traits.Get()); }; } void AddInfluence(Actor a, Traits.Building building) { foreach (var u in Footprint.UnpathableTiles(building.unitInfo, a.Location)) if (IsValid(u)) blocked[u.X, u.Y] = true; foreach (var u in Footprint.Tiles(building.unitInfo, a.Location, false)) if (IsValid(u)) influence[u.X, u.Y] = a; } void RemoveInfluence(Actor a, Traits.Building building) { foreach (var u in Footprint.UnpathableTiles(building.unitInfo, a.Location)) if (IsValid(u)) blocked[u.X, u.Y] = false; foreach (var u in Footprint.Tiles(building.unitInfo, a.Location, false)) if (IsValid(u)) influence[u.X, u.Y] = null; } bool IsValid(int2 t) { return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128); } public Actor GetBuildingAt(int2 cell) { if (!IsValid(cell)) return null; return influence[cell.X, cell.Y]; } public Actor GetNearestBuilding(int2 cell) { if (!IsValid(cell)) return null; return influence[cell.X, cell.Y]; } public int GetDistanceToBuilding(int2 cell) { if (!IsValid(cell)) return int.MaxValue; return influence[cell.X, cell.Y] == null ? int.MaxValue : 0; } public bool CanMoveHere(int2 cell) { return IsValid(cell) && !blocked[cell.X, cell.Y]; } } }