#region Copyright & License Information /* * Copyright 2007-2017 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using OpenRA.Support; using OpenRA.Traits; namespace OpenRA { public static class WorldUtils { public static Actor ClosestTo(this IEnumerable actors, Actor a) { return actors.ClosestTo(a.CenterPosition); } public static Actor ClosestTo(this IEnumerable actors, WPos pos) { return actors.MinByOrDefault(a => (a.CenterPosition - pos).LengthSquared); } public static WPos PositionClosestTo(this IEnumerable positions, WPos pos) { return positions.MinByOrDefault(p => (p - pos).LengthSquared); } public static IEnumerable FindActorsInCircle(this World world, WPos origin, WDist r) { // Target ranges are calculated in 2D, so ignore height differences var vec = new WVec(r, r, WDist.Zero); return world.ActorMap.ActorsInBox(origin - vec, origin + vec).Where( a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared); } public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null) { var temporaryBlockers = world.ActorMap.GetActorsAt(cell); foreach (var temporaryBlocker in temporaryBlockers) { if (temporaryBlocker == ignoreActor) continue; var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing(); foreach (var temporaryBlockerTrait in temporaryBlockerTraits) if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell)) return true; } return false; } public static void DoTimed(this IEnumerable e, Action a, string text) { // PERF: This is a hot path and must run with minimal added overhead. // Calling Stopwatch.GetTimestamp is a bit expensive, so we enumerate manually to allow us to call it only // once per iteration in the normal case. // See also: RunActivity var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks; using (var enumerator = e.GetEnumerator()) { var start = Stopwatch.GetTimestamp(); while (enumerator.MoveNext()) { a(enumerator.Current); var current = Stopwatch.GetTimestamp(); if (current - start > longTickThresholdInStopwatchTicks) { PerfTimer.LogLongTick(start, current, text, enumerator.Current); start = Stopwatch.GetTimestamp(); } else start = current; } } } public static bool AreMutualAllies(Player a, Player b) { return a.Stances[b] == Stance.Ally && b.Stances[a] == Stance.Ally; } } }