72 lines
1.9 KiB
C#
72 lines
1.9 KiB
C#
using System;
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using System.Diagnostics;
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using System.Linq;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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class UnitInfluenceMap
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{
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Actor[,] influence = new Actor[128, 128];
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readonly int2 searchDistance = new int2(2,2);
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public UnitInfluenceMap()
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{
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Game.world.ActorRemoved += a => Remove(a, a.traits.WithInterface<IOccupySpace>().FirstOrDefault());
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}
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public void Tick()
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{
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SanityCheck();
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck()
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{
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for( int y = 0 ; y < 128 ; y++ )
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for( int x = 0 ; x < 128 ; x++ )
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if( influence[ x, y ] != null && !influence[ x, y ].traits.WithInterface<IOccupySpace>().First().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( var a in Game.world.Actors )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var cell in ios.OccupiedCells() )
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if( influence[ cell.X, cell.Y ] != a )
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheckAdd( IOccupySpace a )
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{
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foreach( var c in a.OccupiedCells() )
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if( influence[c.X, c.Y] != null )
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throw new InvalidOperationException( "UIM: Sanity check failed (Add)" );
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}
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public Actor GetUnitAt( int2 a )
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{
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return influence[ a.X, a.Y ];
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}
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public void Add( Actor self, IOccupySpace unit )
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{
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SanityCheckAdd( unit );
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foreach( var c in unit.OccupiedCells() )
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influence[c.X, c.Y] = self;
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}
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public void Remove( Actor self, IOccupySpace unit )
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{
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if (unit != null)
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foreach (var c in unit.OccupiedCells())
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influence[c.X, c.Y] = null;
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}
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public void Update(Actor self, IOccupySpace unit)
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{
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Remove(self, unit);
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if (!self.IsDead) Add(self, unit);
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}
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}
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}
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