Files
OpenRA/OpenRA.Game/Traits/World/ActorMap.cs
2013-11-12 19:39:33 +13:00

210 lines
5.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
public class ActorMapInfo : ITraitInfo
{
[Desc("Size of partition bins (cells)")]
public readonly int BinSize = 10;
public object Create(ActorInitializer init) { return new ActorMap(init.world, this); }
}
public class ActorMap : ITick
{
class InfluenceNode
{
public InfluenceNode Next;
public SubCell SubCell;
public Actor Actor;
}
static readonly SubCell[] SubCells =
{
SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
SubCell.BottomLeft, SubCell.BottomRight
};
readonly ActorMapInfo info;
readonly Map map;
InfluenceNode[,] influence;
List<Actor>[] actors;
int rows, cols;
// Position updates are done in one pass
// to ensure consistency during a tick
List<Actor> addActorPosition;
List<Actor> removeActorPosition;
public ActorMap(World world, ActorMapInfo info)
{
this.info = info;
map = world.Map;
influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
cols = world.Map.MapSize.X / info.BinSize + 1;
rows = world.Map.MapSize.Y / info.BinSize + 1;
actors = new List<Actor>[rows * cols];
for (var j = 0; j < rows; j++)
for (var i = 0; i < cols; i++)
actors[j * cols + i] = new List<Actor>();
addActorPosition = new List<Actor>();
removeActorPosition = new List<Actor>();
}
public IEnumerable<Actor> GetUnitsAt(CPos a)
{
if (!map.IsInMap(a))
yield break;
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
if (!i.Actor.Destroyed)
yield return i.Actor;
}
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
{
if (!map.IsInMap(a))
yield break;
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
yield return i.Actor;
}
public bool HasFreeSubCell(CPos a)
{
if (!AnyUnitsAt(a))
return true;
return SubCells.Any(b => !AnyUnitsAt(a, b));
}
public SubCell? FreeSubCell(CPos a)
{
if (!HasFreeSubCell(a))
return null;
return SubCells.First(b => !AnyUnitsAt(a, b));
}
public bool AnyUnitsAt(CPos a)
{
return influence[a.X, a.Y] != null;
}
public bool AnyUnitsAt(CPos a, SubCell sub)
{
for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
if (i.SubCell == sub || i.SubCell == SubCell.FullCell)
return true;
return false;
}
public void AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
influence[c.First.X, c.First.Y] = new InfluenceNode { Next = influence[c.First.X, c.First.Y], SubCell = c.Second, Actor = self };
}
public void RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self);
}
void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
else if (influenceNode.Actor == toRemove)
influenceNode = influenceNode.Next;
if (influenceNode != null)
RemoveInfluenceInner(ref influenceNode.Next, toRemove);
}
public void Tick(Actor self)
{
// Position updates are done in one pass
// to ensure consistency during a tick
foreach (var bin in actors)
bin.RemoveAll(removeActorPosition.Contains);
removeActorPosition.Clear();
foreach (var a in addActorPosition)
{
var pos = a.OccupiesSpace.CenterPosition;
var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
actors[j * cols + i].Add(a);
}
addActorPosition.Clear();
}
public void AddPosition(Actor a, IOccupySpace ios)
{
addActorPosition.Add(a);
}
public void RemovePosition(Actor a, IOccupySpace ios)
{
removeActorPosition.Add(a);
}
public void UpdatePosition(Actor a, IOccupySpace ios)
{
RemovePosition(a, ios);
AddPosition(a, ios);
}
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
{
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
var actorsInBox = new List<Actor>();
for (var j = j1; j <= j2; j++)
{
for (var i = i1; i <= i2; i++)
{
foreach (var actor in actors[j * cols + i])
{
var c = actor.CenterPosition;
if (actor.IsInWorld && left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
actorsInBox.Add(actor);
}
}
}
return actorsInBox.Distinct();
}
}
}