#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it 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. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.GameRules; using OpenRA.Traits; namespace OpenRA { public static class WorldUtils { public static bool IsPathableCell(this World world, int2 a, UnitMovementType umt) { if (world.WorldActor.traits.Get().GetBuildingAt(a) != null) return false; if (world.WorldActor.traits.Get().GetUnitsAt(a).Any()) return false; return world.Map.IsInMap(a.X, a.Y) && Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])] .GetCost(umt) < float.PositiveInfinity; } public static bool IsCellBuildable(this World world, int2 a, bool waterBound) { return world.IsCellBuildable(a, waterBound, null); } public static bool IsCellBuildable(this World world, int2 a, bool waterBound, Actor toIgnore) { if (world.WorldActor.traits.Get().GetBuildingAt(a) != null) return false; if (world.WorldActor.traits.Get().GetUnitsAt(a).Any(b => b != toIgnore)) return false; if (waterBound) return world.Map.IsInMap(a.X,a.Y) && GetTerrainType(world,a) == TerrainType.Water; return world.Map.IsInMap(a.X, a.Y) && Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])] .Buildable; } public static bool IsActorCrushableByActor(this World world, Actor a, Actor b) { var movement = b.traits.GetOrDefault(); return movement != null && world.IsActorCrushableByMovementType(a, movement.GetMovementType()); } public static bool IsActorPathableToCrush(this World world, Actor a, UnitMovementType umt) { return a != null && a.traits.WithInterface() .Any(c => c.IsPathableCrush(umt, a.Owner)); } public static bool IsActorCrushableByMovementType(this World world, Actor a, UnitMovementType umt) { return a != null && a.traits.WithInterface() .Any(c => c.IsCrushableBy(umt, a.Owner)); } public static IEnumerable FindUnitsAtMouse(this World world, int2 mouseLocation) { var loc = mouseLocation + Game.viewport.Location; return FindUnits(world, loc, loc); } public static IEnumerable FindUnits(this World world, float2 a, float2 b) { var u = float2.Min(a, b).ToInt2(); var v = float2.Max(a, b).ToInt2(); return world.WorldActor.traits.Get().ActorsInBox(u,v); } public static IEnumerable FindUnitsInCircle(this World world, float2 a, float r) { var min = a - new float2(r, r); var max = a + new float2(r, r); var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y); var inBox = world.Actors.Where(x => x.GetBounds(false).IntersectsWith(rect)); return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r); } public static IEnumerable FindTilesInCircle(this World world, int2 a, int r) { var min = a - new int2(r, r); var max = a + new int2(r, r); if (min.X < world.Map.XOffset) min.X = world.Map.XOffset; if (min.Y < world.Map.YOffset) min.Y = world.Map.YOffset; if (max.X > world.Map.XOffset + world.Map.Width - 1) max.X = world.Map.XOffset + world.Map.Width - 1; if (max.Y > world.Map.YOffset + world.Map.Height - 1) max.Y = world.Map.YOffset + world.Map.Height - 1; for (var j = min.Y; j <= max.Y; j++) for (var i = min.X; i <= max.X; i++) if (r * r >= (new int2(i, j) - a).LengthSquared) yield return new int2(i, j); } public static IEnumerable SelectActorsInBox(this World world, float2 a, float2 b) { return world.FindUnits(a, b) .Where( x => x.traits.Contains() && x.IsVisible() ) .GroupBy(x => (x.Owner == world.LocalPlayer) ? x.Info.Traits.Get().Priority : 0) .OrderByDescending(g => g.Key) .Select( g => g.AsEnumerable() ) .DefaultIfEmpty( new Actor[] {} ) .FirstOrDefault(); } public static TerrainType GetTerrainType(this World world, int2 cell) { return (TerrainType)world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]); } public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore) { var res = world.WorldActor.traits.Get(); return !Footprint.Tiles(name, building, topLeft).Any( t => !world.Map.IsInMap(t.X, t.Y) || res.GetResource(t) != null || !world.IsCellBuildable(t, building.WaterBound, toIgnore)); } public static bool IsVisible(this Actor a) { var shroud = a.World.WorldActor.traits.Get(); return a.traits.Contains() ? Shroud.GetVisOrigins(a).Any(o => shroud.visibleCells[o.X, o.Y] > 0) : Shroud.GetVisOrigins(a).Any(o => shroud.exploredCells[o.X, o.Y]); } public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 topLeft) { var buildingMaxBounds = bi.Dimensions; if( Rules.Info[ buildingName ].Traits.Contains() ) buildingMaxBounds.Y += 1; var scanStart = world.ClampToWorld( topLeft - new int2( bi.Adjacent, bi.Adjacent ) ); var scanEnd = world.ClampToWorld( topLeft + buildingMaxBounds + new int2( bi.Adjacent, bi.Adjacent ) ); var nearnessCandidates = new List(); for( int y = scanStart.Y ; y < scanEnd.Y ; y++ ) { for( int x = scanStart.X ; x < scanEnd.X ; x++ ) { var at = world.WorldActor.traits.Get().GetBuildingAt( new int2( x, y ) ); if( at != null && at.Owner == p && at.Info.Traits.Get().BaseNormal) nearnessCandidates.Add( new int2( x, y ) ); } } var buildingTiles = Footprint.Tiles( buildingName, bi, topLeft ).ToList(); return nearnessCandidates .Any( a => buildingTiles .Any( b => Math.Abs( a.X - b.X ) <= bi.Adjacent && Math.Abs( a.Y - b.Y ) <= bi.Adjacent ) ); } static int2 ClampToWorld( this World world, int2 xy ) { var mapStart = world.Map.TopLeft; // TODO: Revist this and fix properly var mapEnd = world.Map.BottomRight; if( xy.X < mapStart.X ) xy.X = mapStart.X; if( xy.X > mapEnd.X ) xy.X = mapEnd.X; if( xy.Y < mapStart.Y ) xy.Y = mapStart.Y; if( xy.Y > mapEnd.Y ) xy.Y = mapEnd.Y; return xy; } public static int2 ChooseRandomEdgeCell(this World w) { var isX = w.SharedRandom.Next(2) == 0; var edge = w.SharedRandom.Next(2) == 0; return new int2( isX ? w.SharedRandom.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width) : (edge ? w.Map.XOffset : w.Map.XOffset + w.Map.Width), !isX ? w.SharedRandom.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height) : (edge ? w.Map.YOffset : w.Map.YOffset + w.Map.Height)); } public static int2 ChooseRandomCell(this World w, Thirdparty.Random r) { return new int2( r.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width), r.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height)); } public static IEnumerable GetCountries(this World w) { return w.WorldActor.Info.Traits.WithInterface(); } public static float Gauss1D(this Thirdparty.Random r, int samples) { var xs = Graphics.Util.MakeArray(samples, _ => (float)r.NextDouble() * 2 - 1); return xs.Sum() / samples; } // Returns a random offset in the range [-1..1,-1..1] with a separable // Gauss distribution with 'samples' values taken for each axis public static float2 Gauss2D(this Thirdparty.Random r, int samples) { return new float2(Gauss1D(r, samples), Gauss1D(r, samples)); } } }