Files
OpenRA/OpenRA.Game/Traits/World/Shroud.cs
RoosterDragon d415d3ba4e Reduce allocations in the main game loop.
- Cache the shroud projection even for flat maps to avoid allocating single element arrays.
- Avoid LINQ in shroud and map projection queries to avoid enumerator allocations.
- Avoid LINQ in calculation of sync values.
- Cache enumerables in ProductionQueue.
- Cache delegate in HackyAI.
2015-08-18 21:17:28 +01:00

368 lines
8.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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;
namespace OpenRA.Traits
{
[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
public class ShroudInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new Shroud(init.Self); }
}
public class Shroud
{
[Sync] public bool Disabled;
public event Action<IEnumerable<PPos>> CellsChanged;
readonly Actor self;
readonly Map map;
readonly CellLayer<short> visibleCount;
readonly CellLayer<short> generatedShroudCount;
readonly CellLayer<bool> explored;
// Cache of visibility that was added, so no matter what crazy trait code does, it
// can't make us invalid.
readonly Dictionary<Actor, PPos[]> visibility = new Dictionary<Actor, PPos[]>();
readonly Dictionary<Actor, PPos[]> generation = new Dictionary<Actor, PPos[]>();
public int Hash { get; private set; }
static readonly Func<PPos, bool> TruthPredicate = _ => true;
readonly Func<PPos, bool> shroudEdgeTest;
readonly Func<PPos, bool> isExploredTest;
readonly Func<PPos, bool> isVisibleTest;
public Shroud(Actor self)
{
this.self = self;
map = self.World.Map;
visibleCount = new CellLayer<short>(map);
generatedShroudCount = new CellLayer<short>(map);
explored = new CellLayer<bool>(map);
shroudEdgeTest = map.Contains;
isExploredTest = IsExplored;
isVisibleTest = IsVisible;
}
void Invalidate(IEnumerable<PPos> changed)
{
if (CellsChanged != null)
CellsChanged(changed);
var oldHash = Hash;
Hash = Sync.HashPlayer(self.Owner) + self.World.WorldTick * 3;
// Invalidate may be called multiple times in one world tick, which is decoupled from rendering.
if (oldHash == Hash)
Hash += 1;
}
public static IEnumerable<PPos> ProjectedCellsInRange(Map map, WPos pos, WDist range)
{
// Account for potential extra half-cell from odd-height terrain
var r = (range.Length + 1023 + 512) / 1024;
var limit = range.LengthSquared;
// Project actor position into the shroud plane
var projectedPos = pos - new WVec(0, pos.Z, pos.Z);
var projectedCell = map.CellContaining(projectedPos);
foreach (var c in map.FindTilesInCircle(projectedCell, r, true))
if ((map.CenterOfCell(c) - projectedPos).HorizontalLengthSquared <= limit)
yield return (PPos)c.ToMPos(map);
}
public static IEnumerable<PPos> ProjectedCellsInRange(Map map, CPos cell, WDist range)
{
return ProjectedCellsInRange(map, map.CenterOfCell(cell), range);
}
public void AddProjectedVisibility(Actor a, PPos[] visible)
{
if (!a.Owner.IsAlliedWith(self.Owner))
return;
foreach (var puv in visible)
{
// Force cells outside the visible bounds invisible
if (!map.Contains(puv))
continue;
var uv = (MPos)puv;
visibleCount[uv]++;
explored[uv] = true;
}
if (visibility.ContainsKey(a))
throw new InvalidOperationException("Attempting to add duplicate actor visibility");
visibility[a] = visible;
Invalidate(visible);
}
public void RemoveVisibility(Actor a)
{
PPos[] visible;
if (!visibility.TryGetValue(a, out visible))
return;
foreach (var puv in visible)
{
// Cells outside the visible bounds don't increment visibleCount
if (map.Contains(puv))
visibleCount[(MPos)puv]--;
}
visibility.Remove(a);
Invalidate(visible);
}
public void AddProjectedShroudGeneration(Actor a, PPos[] shrouded)
{
if (a.Owner.IsAlliedWith(self.Owner))
return;
foreach (var uv in shrouded)
generatedShroudCount[(MPos)uv]++;
if (generation.ContainsKey(a))
throw new InvalidOperationException("Attempting to add duplicate shroud generation");
generation[a] = shrouded;
Invalidate(shrouded);
}
public void RemoveShroudGeneration(Actor a)
{
PPos[] shrouded;
if (!generation.TryGetValue(a, out shrouded))
return;
foreach (var uv in shrouded)
generatedShroudCount[(MPos)uv]--;
generation.Remove(a);
Invalidate(shrouded);
}
public void UpdatePlayerStance(World w, Player player, Stance oldStance, Stance newStance)
{
if (oldStance == newStance)
return;
foreach (var a in w.Actors.Where(a => a.Owner == player))
{
PPos[] visible = null;
PPos[] shrouded = null;
foreach (var p in self.World.Players)
{
if (p.Shroud.visibility.TryGetValue(self, out visible))
{
p.Shroud.RemoveVisibility(self);
p.Shroud.AddProjectedVisibility(self, visible);
}
if (p.Shroud.generation.TryGetValue(self, out shrouded))
{
p.Shroud.RemoveShroudGeneration(self);
p.Shroud.AddProjectedShroudGeneration(self, shrouded);
}
}
}
}
public void ExploreProjectedCells(World world, IEnumerable<PPos> cells)
{
var changed = new HashSet<PPos>();
foreach (var puv in cells)
{
var uv = (MPos)puv;
if (map.Contains(puv) && !explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
Invalidate(changed);
}
public void Explore(Shroud s)
{
if (map.Bounds != s.map.Bounds)
throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
var changed = new List<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
if (!explored[uv] && s.explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
Invalidate(changed);
}
public void ExploreAll(World world)
{
var changed = new List<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
if (!explored[uv])
{
explored[uv] = true;
changed.Add(puv);
}
}
Invalidate(changed);
}
public void ResetExploration()
{
var changed = new List<PPos>();
foreach (var puv in map.ProjectedCellBounds)
{
var uv = (MPos)puv;
var visible = visibleCount[uv] > 0;
if (explored[uv] != visible)
{
explored[uv] = visible;
changed.Add(puv);
}
}
Invalidate(changed);
}
public bool IsExplored(WPos pos)
{
return IsExplored(map.ProjectedCellCovering(pos));
}
public bool IsExplored(CPos cell)
{
return IsExplored(cell.ToMPos(map));
}
public bool IsExplored(MPos uv)
{
if (!map.Contains(uv))
return false;
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsExplored(puv))
return true;
return false;
}
public bool IsExplored(PPos puv)
{
if (!ShroudEnabled)
return true;
var uv = (MPos)puv;
return explored.Contains(uv) && explored[uv] && (generatedShroudCount[uv] == 0 || visibleCount[uv] > 0);
}
public bool ShroudEnabled { get { return !Disabled; } }
/// <summary>
/// Returns a fast exploration lookup that skips the usual validation.
/// The return value should not be cached across ticks, and should not
/// be called with cells outside the map bounds.
/// </summary>
public Func<PPos, bool> IsExploredTest
{
get
{
// If shroud isn't enabled, then we can see everything inside the map.
if (!ShroudEnabled)
return shroudEdgeTest;
return isExploredTest;
}
}
public bool IsVisible(WPos pos)
{
return IsVisible(map.ProjectedCellCovering(pos));
}
public bool IsVisible(CPos cell)
{
return IsVisible(cell.ToMPos(map));
}
public bool IsVisible(MPos uv)
{
if (!visibleCount.Contains(uv))
return false;
foreach (var puv in map.ProjectedCellsCovering(uv))
if (IsVisible(puv))
return true;
return false;
}
// In internal shroud coords
public bool IsVisible(PPos puv)
{
if (!FogEnabled)
return true;
var uv = (MPos)puv;
return visibleCount.Contains(uv) && visibleCount[uv] > 0;
}
public bool FogEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Fog; } }
/// <summary>
/// Returns a fast visibility lookup that skips the usual validation.
/// The return value should not be cached across ticks, and should not
/// be called with cells outside the map bounds.
/// </summary>
public Func<PPos, bool> IsVisibleTest
{
get
{
// If fog isn't enabled, then we can see everything.
if (!FogEnabled)
return TruthPredicate;
// If fog is enabled, we can use the fast test that just does the core check.
return isVisibleTest;
}
}
public bool Contains(PPos uv)
{
// Check that uv is inside the map area. There is nothing special
// about explored here: any of the CellLayers would have been suitable.
return explored.Contains((MPos)uv);
}
}
}