Files
OpenRA/OpenRa.Game/UnitInfluenceMap.cs
2009-12-19 23:48:31 +13:00

72 lines
1.9 KiB
C#

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