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