693 lines
19 KiB
C#
693 lines
19 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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public class ActorMapInfo : TraitInfo
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{
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[Desc("Size of partition bins (cells)")]
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public readonly int BinSize = 10;
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public override object Create(ActorInitializer init) { return new ActorMap(init.World, this); }
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}
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public class ActorMap : IActorMap, ITick, INotifyCreated
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{
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class InfluenceNode
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{
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public InfluenceNode Next;
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public SubCell SubCell;
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public Actor Actor;
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}
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class Bin
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{
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public readonly List<Actor> Actors = new();
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public readonly List<ProximityTrigger> ProximityTriggers = new();
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}
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class CellTrigger
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{
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public readonly CPos[] Footprint;
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public bool Dirty;
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readonly Action<Actor> onActorEntered;
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readonly Action<Actor> onActorExited;
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readonly HashSet<Actor> oldActors = new();
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readonly HashSet<Actor> currentActors = new();
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public CellTrigger(CPos[] footprint, Action<Actor> onActorEntered, Action<Actor> onActorExited)
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{
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Footprint = footprint;
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this.onActorEntered = onActorEntered;
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this.onActorExited = onActorExited;
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// Notify any actors that are initially inside the trigger zone
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Dirty = true;
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}
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public void Tick(ActorMap actorMap)
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{
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if (!Dirty)
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return;
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// PERF: Reuse collection to avoid allocations.
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oldActors.Clear();
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oldActors.UnionWith(currentActors);
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currentActors.Clear();
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currentActors.UnionWith(Footprint.SelectMany(actorMap.GetActorsAt));
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if (onActorEntered != null)
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foreach (var a in currentActors)
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if (!oldActors.Contains(a))
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onActorEntered(a);
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if (onActorExited != null)
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foreach (var a in oldActors)
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if (!currentActors.Contains(a))
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onActorExited(a);
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Dirty = false;
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}
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}
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class ProximityTrigger : IDisposable
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{
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public WPos TopLeft { get; private set; }
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public WPos BottomRight { get; private set; }
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public bool Dirty;
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readonly Action<Actor> onActorEntered;
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readonly Action<Actor> onActorExited;
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readonly HashSet<Actor> oldActors = new();
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readonly HashSet<Actor> currentActors = new();
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WPos position;
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WDist range;
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WDist vRange;
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public ProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onActorEntered, Action<Actor> onActorExited)
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{
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this.onActorEntered = onActorEntered;
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this.onActorExited = onActorExited;
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Update(pos, range, vRange);
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}
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public void Update(WPos newPos, WDist newRange, WDist newVRange)
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{
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position = newPos;
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range = newRange;
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vRange = newVRange;
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var offset = new WVec(newRange, newRange, newVRange);
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TopLeft = newPos - offset;
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BottomRight = newPos + offset;
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Dirty = true;
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}
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public void Tick(ActorMap am)
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{
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if (!Dirty)
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return;
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// PERF: Reuse collection to avoid allocations.
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oldActors.Clear();
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oldActors.UnionWith(currentActors);
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var delta = new WVec(range, range, WDist.Zero);
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currentActors.Clear();
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currentActors.UnionWith(
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am.ActorsInBox(position - delta, position + delta)
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.Where(a => (a.CenterPosition - position).HorizontalLengthSquared < range.LengthSquared
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&& (vRange.Length == 0 || (a.World.Map.DistanceAboveTerrain(a.CenterPosition).LengthSquared <= vRange.LengthSquared))));
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if (onActorEntered != null)
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foreach (var a in currentActors)
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if (!oldActors.Contains(a))
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onActorEntered(a);
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if (onActorExited != null)
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foreach (var a in oldActors)
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if (!currentActors.Contains(a))
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onActorExited(a);
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Dirty = false;
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}
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public void Dispose()
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{
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if (onActorExited != null)
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foreach (var a in currentActors)
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onActorExited(a);
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}
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}
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readonly ActorMapInfo info;
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readonly Map map;
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readonly Dictionary<int, CellTrigger> cellTriggers = new();
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readonly Dictionary<CPos, List<CellTrigger>> cellTriggerInfluence = new();
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readonly Dictionary<int, ProximityTrigger> proximityTriggers = new();
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int nextTriggerId;
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CellLayer<InfluenceNode>[] influence;
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// Index 0 is kept null as layer 0 is used for the ground layer.
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public ICustomMovementLayer[] CustomMovementLayers = new ICustomMovementLayer[] { null };
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public event Action<CPos> CellUpdated;
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readonly Bin[] bins;
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readonly int rows, cols;
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// Position updates are done in one pass
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// to ensure consistency during a tick
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readonly HashSet<Actor> addActorPosition = new();
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readonly HashSet<Actor> removeActorPosition = new();
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readonly Predicate<Actor> actorShouldBeRemoved;
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public WDist LargestActorRadius { get; }
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public WDist LargestBlockingActorRadius { get; }
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public ActorMap(World world, ActorMapInfo info)
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{
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this.info = info;
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map = world.Map;
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influence = new[] { new CellLayer<InfluenceNode>(world.Map) };
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cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
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rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
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bins = new Bin[rows * cols];
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for (var row = 0; row < rows; row++)
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for (var col = 0; col < cols; col++)
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bins[row * cols + col] = new Bin();
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// PERF: Cache this delegate so it does not have to be allocated repeatedly.
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actorShouldBeRemoved = removeActorPosition.Contains;
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LargestActorRadius = map.Rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
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var blockers = map.Rules.Actors.Where(a => a.Value.HasTraitInfo<IBlocksProjectilesInfo>());
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LargestBlockingActorRadius = blockers.Any() ? blockers.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius) : WDist.Zero;
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}
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void INotifyCreated.Created(Actor self)
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{
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var customMovementLayers = self.TraitsImplementing<ICustomMovementLayer>().ToList();
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if (customMovementLayers.Count == 0)
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return;
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var length = customMovementLayers.Max(cml => cml.Index) + 1;
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Array.Resize(ref CustomMovementLayers, length);
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Array.Resize(ref influence, length);
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foreach (var cml in customMovementLayers)
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{
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CustomMovementLayers[cml.Index] = cml;
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influence[cml.Index] = new CellLayer<InfluenceNode>(self.World.Map);
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}
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}
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struct ActorsAtEnumerator : IEnumerator<Actor>
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{
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InfluenceNode node;
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public ActorsAtEnumerator(InfluenceNode node)
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{
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this.node = node;
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Current = null;
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}
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public void Reset() { throw new NotSupportedException(); }
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public Actor Current { get; private set; }
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object IEnumerator.Current => Current;
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public void Dispose() { }
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public bool MoveNext()
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{
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while (node != null)
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{
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Current = node.Actor;
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node = node.Next;
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return true;
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}
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return false;
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}
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}
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readonly struct ActorsAtEnumerable : IEnumerable<Actor>
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{
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readonly InfluenceNode node;
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public ActorsAtEnumerable(InfluenceNode node) { this.node = node; }
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public IEnumerator<Actor> GetEnumerator() { return new ActorsAtEnumerator(node); }
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IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
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}
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public IEnumerable<Actor> GetActorsAt(CPos a)
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{
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// PERF: Custom enumerator for efficiency - using `yield` is slower.
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var uv = a.ToMPos(map);
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var layer = influence[a.Layer];
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if (!layer.Contains(uv))
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return Enumerable.Empty<Actor>();
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return new ActorsAtEnumerable(layer[uv]);
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}
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public IEnumerable<Actor> GetActorsAt(CPos a, SubCell sub)
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{
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var uv = a.ToMPos(map);
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var layer = influence[a.Layer];
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if (!layer.Contains(uv))
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yield break;
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var always = sub == SubCell.FullCell || sub == SubCell.Any;
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for (var i = layer[uv]; i != null; i = i.Next)
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if (i.SubCell == sub || i.SubCell == SubCell.FullCell || always)
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yield return i.Actor;
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}
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public bool HasFreeSubCell(CPos cell, bool checkTransient = true)
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{
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return FreeSubCell(cell, SubCell.Any, checkTransient) != SubCell.Invalid;
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}
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public SubCell FreeSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true)
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{
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var uv = cell.ToMPos(map);
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var layer = influence[cell.Layer];
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if (!layer.Contains(uv))
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return preferredSubCell != SubCell.Any ? preferredSubCell : SubCell.First;
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if (preferredSubCell != SubCell.Any && !AnyActorsAt(uv, cell, layer, preferredSubCell, checkTransient))
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return preferredSubCell;
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if (!AnyActorsAt(uv, layer))
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return map.Grid.DefaultSubCell;
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for (var i = (int)SubCell.First; i < map.Grid.SubCellOffsets.Length; i++)
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if (i != (int)preferredSubCell && !AnyActorsAt(uv, cell, layer, (SubCell)i, checkTransient))
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return (SubCell)i;
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return SubCell.Invalid;
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}
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public SubCell FreeSubCell(CPos cell, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker)
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{
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var uv = cell.ToMPos(map);
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var layer = influence[cell.Layer];
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if (!layer.Contains(uv))
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return preferredSubCell != SubCell.Any ? preferredSubCell : SubCell.First;
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if (preferredSubCell != SubCell.Any && !AnyActorsAt(uv, layer, preferredSubCell, checkIfBlocker))
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return preferredSubCell;
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if (!AnyActorsAt(uv, layer))
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return map.Grid.DefaultSubCell;
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for (var i = (byte)SubCell.First; i < map.Grid.SubCellOffsets.Length; i++)
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if (i != (byte)preferredSubCell && !AnyActorsAt(uv, layer, (SubCell)i, checkIfBlocker))
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return (SubCell)i;
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return SubCell.Invalid;
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}
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// NOTE: pos required to be in map bounds
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bool AnyActorsAt(MPos uv, CellLayer<InfluenceNode> layer)
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{
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return layer[uv] != null;
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}
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// NOTE: always includes transients with influence
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public bool AnyActorsAt(CPos a)
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{
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var uv = a.ToMPos(map);
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var layer = influence[a.Layer];
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if (!layer.Contains(uv))
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return false;
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return AnyActorsAt(uv, layer);
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}
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// NOTE: pos required to be in map bounds
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bool AnyActorsAt(MPos uv, CPos a, CellLayer<InfluenceNode> layer, SubCell sub, bool checkTransient)
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{
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var always = sub == SubCell.FullCell || sub == SubCell.Any;
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for (var i = layer[uv]; i != null; i = i.Next)
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{
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if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
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{
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if (checkTransient)
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return true;
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var pos = i.Actor.TraitOrDefault<IPositionable>();
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if (pos == null || !pos.IsLeavingCell(a, i.SubCell))
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return true;
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}
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}
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return false;
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}
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// NOTE: can not check aircraft
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public bool AnyActorsAt(CPos a, SubCell sub, bool checkTransient = true)
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{
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var uv = a.ToMPos(map);
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var layer = influence[a.Layer];
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if (!layer.Contains(uv))
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return false;
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return AnyActorsAt(uv, a, layer, sub, checkTransient);
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}
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// NOTE: can not check aircraft
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bool AnyActorsAt(MPos uv, CellLayer<InfluenceNode> layer, SubCell sub, Func<Actor, bool> withCondition)
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{
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var always = sub == SubCell.FullCell || sub == SubCell.Any;
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for (var i = layer[uv]; i != null; i = i.Next)
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if ((always || i.SubCell == sub || i.SubCell == SubCell.FullCell) && withCondition(i.Actor))
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return true;
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return false;
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}
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// NOTE: can not check aircraft
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public bool AnyActorsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition)
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{
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var uv = a.ToMPos(map);
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var layer = influence[a.Layer];
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if (!layer.Contains(uv))
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return false;
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return AnyActorsAt(uv, layer, sub, withCondition);
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}
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public IEnumerable<Actor> AllActors()
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{
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foreach (var layer in influence)
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{
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if (layer == null)
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continue;
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foreach (var node in layer)
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for (var i = node; i != null; i = i.Next)
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yield return i.Actor;
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}
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}
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public void AddInfluence(Actor self, IOccupySpace ios)
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{
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foreach (var c in ios.OccupiedCells())
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{
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var uv = c.Cell.ToMPos(map);
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var layer = influence[c.Cell.Layer];
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if (!layer.Contains(uv))
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continue;
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layer[uv] = new InfluenceNode { Next = layer[uv], SubCell = c.SubCell, Actor = self };
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if (cellTriggerInfluence.TryGetValue(c.Cell, out var triggers))
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foreach (var t in triggers)
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t.Dirty = true;
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CellUpdated?.Invoke(c.Cell);
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}
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}
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public void RemoveInfluence(Actor self, IOccupySpace ios)
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{
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foreach (var c in ios.OccupiedCells())
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{
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var uv = c.Cell.ToMPos(map);
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var layer = influence[c.Cell.Layer];
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if (!layer.Contains(uv))
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continue;
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var temp = layer[uv];
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RemoveInfluenceInner(ref temp, self);
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layer[uv] = temp;
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if (cellTriggerInfluence.TryGetValue(c.Cell, out var triggers))
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foreach (var t in triggers)
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t.Dirty = true;
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CellUpdated?.Invoke(c.Cell);
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}
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}
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static void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
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{
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if (influenceNode == null)
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return;
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RemoveInfluenceInner(ref influenceNode.Next, toRemove);
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if (influenceNode.Actor == toRemove)
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influenceNode = influenceNode.Next;
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}
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public void UpdateOccupiedCells(IOccupySpace ios)
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{
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if (CellUpdated == null)
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return;
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foreach (var c in ios.OccupiedCells())
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CellUpdated(c.Cell);
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}
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void ITick.Tick(Actor self)
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{
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// Position updates are done in one pass
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// to ensure consistency during a tick
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if (removeActorPosition.Count > 0)
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{
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foreach (var bin in bins)
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{
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var removed = bin.Actors.RemoveAll(actorShouldBeRemoved);
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if (removed > 0)
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foreach (var t in bin.ProximityTriggers)
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t.Dirty = true;
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}
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removeActorPosition.Clear();
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}
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foreach (var a in addActorPosition)
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{
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var pos = a.CenterPosition;
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var col = WorldCoordToBinIndex(pos.X).Clamp(0, cols - 1);
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var row = WorldCoordToBinIndex(pos.Y).Clamp(0, rows - 1);
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var bin = BinAt(row, col);
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bin.Actors.Add(a);
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foreach (var t in bin.ProximityTriggers)
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t.Dirty = true;
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}
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addActorPosition.Clear();
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foreach (var t in cellTriggers)
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t.Value.Tick(this);
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foreach (var t in proximityTriggers)
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t.Value.Tick(this);
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}
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public int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit)
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{
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var id = nextTriggerId++;
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var t = new CellTrigger(cells, onEntry, onExit);
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cellTriggers.Add(id, t);
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var layer = influence[0];
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foreach (var c in cells)
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{
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if (!layer.Contains(c))
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continue;
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if (!cellTriggerInfluence.ContainsKey(c))
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cellTriggerInfluence.Add(c, new List<CellTrigger>());
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cellTriggerInfluence[c].Add(t);
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}
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return id;
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}
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public IEnumerable<CPos> TriggerPositions()
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{
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return cellTriggerInfluence.Keys;
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}
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public void RemoveCellTrigger(int id)
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{
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if (!cellTriggers.TryGetValue(id, out var trigger))
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return;
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foreach (var c in trigger.Footprint)
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{
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if (!cellTriggerInfluence.ContainsKey(c))
|
|
continue;
|
|
|
|
cellTriggerInfluence[c].RemoveAll(t => t == trigger);
|
|
}
|
|
}
|
|
|
|
public int AddProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onEntry, Action<Actor> onExit)
|
|
{
|
|
var id = nextTriggerId++;
|
|
var t = new ProximityTrigger(pos, range, vRange, onEntry, onExit);
|
|
proximityTriggers.Add(id, t);
|
|
|
|
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
|
|
bin.ProximityTriggers.Add(t);
|
|
|
|
return id;
|
|
}
|
|
|
|
public void RemoveProximityTrigger(int id)
|
|
{
|
|
if (!proximityTriggers.TryGetValue(id, out var t))
|
|
return;
|
|
|
|
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
|
|
bin.ProximityTriggers.Remove(t);
|
|
|
|
t.Dispose();
|
|
}
|
|
|
|
public void UpdateProximityTrigger(int id, WPos newPos, WDist newRange, WDist newVRange)
|
|
{
|
|
if (!proximityTriggers.TryGetValue(id, out var t))
|
|
return;
|
|
|
|
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
|
|
bin.ProximityTriggers.Remove(t);
|
|
|
|
t.Update(newPos, newRange, newVRange);
|
|
|
|
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
|
|
bin.ProximityTriggers.Add(t);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
int CellCoordToBinIndex(int cell)
|
|
{
|
|
return cell / info.BinSize;
|
|
}
|
|
|
|
int WorldCoordToBinIndex(int world)
|
|
{
|
|
return CellCoordToBinIndex(world / 1024);
|
|
}
|
|
|
|
Rectangle BinRectangleCoveringWorldArea(int worldLeft, int worldTop, int worldRight, int worldBottom)
|
|
{
|
|
var minCol = WorldCoordToBinIndex(worldLeft).Clamp(0, cols - 1);
|
|
var minRow = WorldCoordToBinIndex(worldTop).Clamp(0, rows - 1);
|
|
var maxCol = WorldCoordToBinIndex(worldRight).Clamp(0, cols - 1);
|
|
var maxRow = WorldCoordToBinIndex(worldBottom).Clamp(0, rows - 1);
|
|
return Rectangle.FromLTRB(minCol, minRow, maxCol, maxRow);
|
|
}
|
|
|
|
Bin BinAt(int binRow, int binCol)
|
|
{
|
|
return bins[binRow * cols + binCol];
|
|
}
|
|
|
|
IEnumerable<Bin> BinsInBox(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 region = BinRectangleCoveringWorldArea(left, top, right, bottom);
|
|
var minCol = region.Left;
|
|
var minRow = region.Top;
|
|
var maxCol = region.Right;
|
|
var maxRow = region.Bottom;
|
|
for (var row = minRow; row <= maxRow; row++)
|
|
for (var col = minCol; col <= maxCol; col++)
|
|
yield return BinAt(row, col);
|
|
}
|
|
|
|
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
|
|
{
|
|
// PERF: Inline BinsInBox here to avoid allocations as this method is called often.
|
|
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 region = BinRectangleCoveringWorldArea(left, top, right, bottom);
|
|
var minCol = region.Left;
|
|
var minRow = region.Top;
|
|
var maxCol = region.Right;
|
|
var maxRow = region.Bottom;
|
|
for (var row = minRow; row <= maxRow; row++)
|
|
{
|
|
for (var col = minCol; col <= maxCol; col++)
|
|
{
|
|
foreach (var actor in BinAt(row, col).Actors)
|
|
{
|
|
if (actor.IsInWorld)
|
|
{
|
|
var c = actor.CenterPosition;
|
|
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
|
|
yield return actor;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public static class ActorMapWorldExts
|
|
{
|
|
/// <summary>
|
|
/// Returns an array of custom movement layers.
|
|
/// The <see cref="ICustomMovementLayer.Index"/> of a layer is used to index into this array.
|
|
/// This array may contain null entries for layers which are not present in the world.
|
|
/// This array is guaranteed to have a length of at least one. Index 0 is always null.
|
|
/// Index 0 is kept null as layer 0 is used for the ground layer, consumers can combine
|
|
/// the ground layer and custom layers into a single array for easy indexing.
|
|
/// </summary>
|
|
public static ICustomMovementLayer[] GetCustomMovementLayers(this World world)
|
|
{
|
|
return ((ActorMap)world.ActorMap).CustomMovementLayers;
|
|
}
|
|
}
|
|
}
|