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OpenRA/OpenRA.Mods.Common/WorldExtensions.cs
2024-07-29 21:56:36 +02:00

305 lines
14 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common
{
public static class WorldExtensions
{
/// <summary>
/// Filters <paramref name="actors"/> by only returning those that can be reached as the target of a path from
/// <paramref name="sourceActor"/>. Only terrain is taken into account, i.e. as if
/// <see cref="BlockedByActor.None"/> was given.
/// <paramref name="targetOffsets"/> is used to define locations around each actor in <paramref name="actors"/>
/// of which one must be reachable.
/// </summary>
public static IEnumerable<(Actor Actor, WVec[] ReachableOffsets)> WithPathFrom(
this IEnumerable<Actor> actors, Actor sourceActor, Func<Actor, WVec[]> targetOffsets)
{
if (sourceActor.Info.HasTraitInfo<AircraftInfo>())
return actors.Select<Actor, (Actor Actor, WVec[] ReachableOffsets)>(a => (a, targetOffsets(a)));
var mobile = sourceActor.TraitOrDefault<Mobile>();
if (mobile == null)
return Enumerable.Empty<(Actor Actor, WVec[] ReachableOffsets)>();
var pathFinder = sourceActor.World.WorldActor.Trait<PathFinder>();
var locomotor = mobile.Locomotor;
var map = sourceActor.World.Map;
return actors
.Select<Actor, (Actor Actor, WVec[] ReachableOffsets)>(a =>
{
return (a, targetOffsets(a).Where(offset =>
pathFinder.PathExistsForLocomotor(
mobile.Locomotor,
map.CellContaining(sourceActor.CenterPosition),
map.CellContaining(a.CenterPosition + offset)))
.ToArray());
})
.Where(x => x.ReachableOffsets.Length > 0);
}
/// <summary>
/// Filters <paramref name="actors"/> by only returning those that can be reached as the target of a path from
/// <paramref name="sourceActor"/>. Only terrain is taken into account, i.e. as if
/// <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static IEnumerable<Actor> WithPathFrom(this IEnumerable<Actor> actors, Actor sourceActor)
{
return actors.WithPathFrom(sourceActor, _ => new[] { WVec.Zero }).Select(x => x.Actor);
}
/// <summary>
/// Of <paramref name="actors"/> that can be reached as the target of a path from
/// <paramref name="sourceActor"/>, returns the nearest by comparing their <see cref="Actor.CenterPosition"/>.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// <paramref name="targetOffsets"/> is used to define locations around each actor in <paramref name="actors"/>
/// of which one must be reachable.
/// </summary>
public static Actor ClosestToWithPathFrom(
this IEnumerable<Actor> actors, Actor sourceActor, Func<Actor, WVec[]> targetOffsets = null)
{
return actors
.WithPathFrom(sourceActor, targetOffsets ?? (_ => new[] { WVec.Zero }))
.Select(x => x.Actor)
.ClosestToIgnoringPath(sourceActor);
}
/// <summary>
/// Of <paramref name="positions"/> that can be reached as the target of a path from
/// <paramref name="sourceActor"/>, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static WPos? ClosestToWithPathFrom(this IEnumerable<WPos> positions, Actor sourceActor)
{
if (sourceActor.Info.HasTraitInfo<AircraftInfo>())
return positions.ClosestToIgnoringPath(sourceActor.CenterPosition);
var mobile = sourceActor.TraitOrDefault<Mobile>();
if (mobile == null)
return null;
var pathFinder = sourceActor.World.WorldActor.Trait<PathFinder>();
var locomotor = mobile.Locomotor;
var map = sourceActor.World.Map;
return positions
.Where(p => pathFinder.PathExistsForLocomotor(
locomotor,
map.CellContaining(sourceActor.CenterPosition),
map.CellContaining(p)))
.ClosestToIgnoringPath(sourceActor.CenterPosition);
}
/// <summary>
/// Filters <paramref name="actors"/> by only returning those where the <paramref name="targetPosition"/> can
/// be reached as the target of a path from the actor. Only terrain is taken into account, i.e. as if
/// <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static IEnumerable<Actor> WithPathTo(this IEnumerable<Actor> actors, World world, WPos targetPosition)
{
var pathFinder = world.WorldActor.Trait<PathFinder>();
var map = world.Map;
return actors
.Where(a =>
{
if (a.Info.HasTraitInfo<AircraftInfo>())
return true;
var mobile = a.TraitOrDefault<Mobile>();
if (mobile == null)
return false;
return pathFinder.PathExistsForLocomotor(
mobile.Locomotor,
map.CellContaining(targetPosition),
map.CellContaining(a.CenterPosition));
});
}
/// <summary>
/// Filters <paramref name="actors"/> by only returning those where any of the
/// <paramref name="targetPositions"/> can be reached as the target of a path from the actor.
/// Returns the reachable target positions for each actor.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static IEnumerable<(Actor Actor, WPos[] ReachablePositions)> WithPathToAny(
this IEnumerable<Actor> actors, World world, Func<Actor, WPos[]> targetPositions)
{
var pathFinder = world.WorldActor.Trait<PathFinder>();
var map = world.Map;
return actors
.Select<Actor, (Actor Actor, WPos[] ReachablePositions)>(a =>
{
if (a.Info.HasTraitInfo<AircraftInfo>())
return (a, targetPositions(a).ToArray());
var mobile = a.TraitOrDefault<Mobile>();
if (mobile == null)
return (a, Array.Empty<WPos>());
return (a, targetPositions(a).Where(targetPosition =>
pathFinder.PathExistsForLocomotor(
mobile.Locomotor,
map.CellContaining(targetPosition),
map.CellContaining(a.CenterPosition)))
.ToArray());
})
.Where(x => x.ReachablePositions.Length > 0);
}
/// <summary>
/// Filters <paramref name="actors"/> by only returning those where the <paramref name="targetActor"/> can be
/// reached as the target of a path from the actor. Only terrain is taken into account, i.e. as if
/// <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static IEnumerable<Actor> WithPathTo(this IEnumerable<Actor> actors, Actor targetActor)
{
return actors.WithPathTo(targetActor.World, targetActor.CenterPosition);
}
/// <summary>
/// Of <paramref name="actors"/> where the <paramref name="targetPosition"/> can be reached as the target of a
/// path from the actor, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static Actor ClosestToWithPathTo(this IEnumerable<Actor> actors, World world, WPos targetPosition)
{
return actors
.WithPathTo(world, targetPosition)
.ClosestToIgnoringPath(targetPosition);
}
/// <summary>
/// Of <paramref name="actors"/> where any of the <paramref name="targetPositions"/> can be reached as the
/// target of a path from the actor, returns the nearest by comparing the <see cref="Actor.CenterPosition"/>.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static Actor ClosestToWithPathToAny(
this IEnumerable<Actor> actors, World world, Func<Actor, WPos[]> targetPositions)
{
return actors
.WithPathToAny(world, targetPositions)
.MinByOrDefault(x => x.ReachablePositions.Min(pos => (x.Actor.CenterPosition - pos).LengthSquared))
.Actor;
}
/// <summary>
/// Of <paramref name="actors"/> where the <paramref name="targetActor"/> can be reached as the target of a
/// path from the actor, returns the nearest by comparing their <see cref="Actor.CenterPosition"/>.
/// Only terrain is taken into account, i.e. as if <see cref="BlockedByActor.None"/> was given.
/// </summary>
public static Actor ClosestToWithPathTo(this IEnumerable<Actor> actors, Actor targetActor)
{
return actors.ClosestToWithPathTo(targetActor.World, targetActor.CenterPosition);
}
/// <summary>
/// Finds all the actors of which their health radius is intersected by a line (with a definable width) between two points.
/// </summary>
/// <param name="world">The engine world the line intersection is to be done in.</param>
/// <param name="lineStart">The position the line should start at.</param>
/// <param name="lineEnd">The position the line should end at.</param>
/// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line.</param>
/// <param name="onlyBlockers">If set, only considers the size of actors that have an <see cref="IBlocksProjectiles"/>
/// trait which may improve search performance. However does NOT filter the returned actors on this trait.</param>
/// <returns>A list of all the actors intersected by the line.</returns>
public static IEnumerable<Actor> FindActorsOnLine(
this World world, WPos lineStart, WPos lineEnd, WDist lineWidth, bool onlyBlockers = false)
{
// This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target.
// Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line.
// For actors without a health radius, we simply check their center point.
// The square in which we select all actors must be large enough to encompass the entire line's width.
// xDir and yDir must never be 0, otherwise the overscan will be 0 in the respective direction.
var xDiff = lineEnd.X - lineStart.X;
var yDiff = lineEnd.Y - lineStart.Y;
var xDir = xDiff < 0 ? -1 : 1;
var yDir = yDiff < 0 ? -1 : 1;
var dir = new WVec(xDir, yDir, 0);
var largestValidActorRadius = onlyBlockers ? world.ActorMap.LargestBlockingActorRadius.Length : world.ActorMap.LargestActorRadius.Length;
var overselect = dir * (1024 + lineWidth.Length + largestValidActorRadius);
var finalTarget = lineEnd + overselect;
var finalSource = lineStart - overselect;
var actorsInSquare = world.ActorMap.ActorsInBox(finalTarget, finalSource);
var intersectedActors = new List<Actor>();
foreach (var currActor in actorsInSquare)
{
var actorWidth = 0;
// PERF: Avoid using TraitsImplementing<HitShape> that needs to find the actor in the trait dictionary.
foreach (var targetPos in currActor.EnabledTargetablePositions)
if (targetPos is HitShape hitshape)
actorWidth = Math.Max(actorWidth, hitshape.Info.Type.OuterRadius.Length);
var projection = lineStart.MinimumPointLineProjection(lineEnd, currActor.CenterPosition);
var distance = (currActor.CenterPosition - projection).HorizontalLength;
var maxReach = actorWidth + lineWidth.Length;
if (distance <= maxReach)
intersectedActors.Add(currActor);
}
return intersectedActors;
}
public static IEnumerable<Actor> FindBlockingActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth)
{
return world.FindActorsOnLine(lineStart, lineEnd, lineWidth, true);
}
/// <summary>
/// Finds all the actors of which their health radius might be intersected by a specified circle.
/// </summary>
public static IEnumerable<Actor> FindActorsOnCircle(this World world, WPos origin, WDist r)
{
return world.FindActorsInCircle(origin, r + world.ActorMap.LargestActorRadius);
}
/// <summary>
/// Find the point (D) on a line (A-B) that is closest to the target point (C).
/// </summary>
/// <param name="lineStart">The source point (tail) of the line.</param>
/// <param name="lineEnd">The target point (head) of the line.</param>
/// <param name="point">The target point that the minimum distance should be found to.</param>
/// <returns>The WPos that is the point on the line that is closest to the target point.</returns>
public static WPos MinimumPointLineProjection(this WPos lineStart, WPos lineEnd, WPos point)
{
var squaredLength = (lineEnd - lineStart).HorizontalLengthSquared;
// Line has zero length, so just use the lineEnd position as the closest position.
if (squaredLength == 0)
return lineEnd;
// Consider the line extending the segment, parameterized as target + t (source - target).
// We find projection of point onto the line.
// It falls where t = [(point - target) . (source - target)] / |source - target|^2
// The normal DotProduct math would be (xDiff + yDiff) / dist, where dist = (target - source).LengthSquared;
// But in order to avoid floating points, we do not divide here, but rather work with the large numbers as far as possible.
// We then later divide by dist, only AFTER we have multiplied by the dot product.
var xDiff = ((long)point.X - lineEnd.X) * (lineStart.X - lineEnd.X);
var yDiff = ((long)point.Y - lineEnd.Y) * (lineStart.Y - lineEnd.Y);
var t = xDiff + yDiff;
// Beyond the 'target' end of the segment
if (t < 0)
return lineEnd;
// Beyond the 'source' end of the segment
if (t > squaredLength)
return lineStart;
// Projection falls on the segment
return WPos.Lerp(lineEnd, lineStart, t, squaredLength);
}
}
}