181 lines
4.5 KiB
C#
181 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Traits
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{
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public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
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public class ActorMapInfo : ITraitInfo
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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 object Create(ActorInitializer init) { return new ActorMap(init.world, this); }
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}
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public class ActorMap
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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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readonly ActorMapInfo info;
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readonly Map map;
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InfluenceNode[,] influence;
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List<Actor>[] actors;
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int rows, cols;
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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 InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
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cols = world.Map.MapSize.X / info.BinSize + 1;
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rows = world.Map.MapSize.Y / info.BinSize + 1;
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actors = new List<Actor>[rows * cols];
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for (var j = 0; j < rows; j++)
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for (var i = 0; i < cols; i++)
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actors[j * cols + i] = new List<Actor>();
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a)
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{
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if (!map.IsInMap(a))
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (!i.actor.Destroyed)
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yield return i.actor;
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
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{
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if (!map.IsInMap(a))
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
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yield return i.actor;
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}
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public bool HasFreeSubCell(CPos a)
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{
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if (!AnyUnitsAt(a))
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return true;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight }.Any(b => !AnyUnitsAt(a,b));
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}
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public SubCell? FreeSubCell(CPos a)
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{
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if (!HasFreeSubCell(a))
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return null;
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return new[] { SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight }.First(b => !AnyUnitsAt(a,b));
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}
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public bool AnyUnitsAt(CPos a)
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{
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return influence[a.X, a.Y] != null;
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}
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public bool AnyUnitsAt(CPos a, SubCell sub)
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{
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for (var i = influence[a.X, a.Y]; i != null; i = i.next)
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if (i.subCell == sub || i.subCell == SubCell.FullCell)
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return true;
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return false;
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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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influence[c.First.X, c.First.Y] = new InfluenceNode { next = influence[c.First.X, c.First.Y], subCell = c.Second, actor = self };
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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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RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self);
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}
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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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else if (influenceNode.actor == toRemove)
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influenceNode = influenceNode.next;
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if (influenceNode != null)
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RemoveInfluenceInner(ref influenceNode.next, toRemove);
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}
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public void AddPosition(Actor a, IOccupySpace ios)
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{
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var pos = ios.CenterPosition;
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var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
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var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
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actors[j*cols + i].Add(a);
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}
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public void RemovePosition(Actor a, IOccupySpace ios)
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{
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foreach (var bin in actors)
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bin.Remove(a);
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}
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public void UpdatePosition(Actor a, IOccupySpace ios)
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{
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RemovePosition(a, ios);
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AddPosition(a, ios);
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}
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public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
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{
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var left = Math.Min(a.X, b.X);
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var top = Math.Min(a.Y, b.Y);
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var right = Math.Max(a.X, b.X);
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var bottom = Math.Max(a.Y, b.Y);
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var i1 = (left / info.BinSize).Clamp(0, cols - 1);
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var i2 = (right / info.BinSize).Clamp(0, cols - 1);
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var j1 = (top / info.BinSize).Clamp(0, rows - 1);
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var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
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for (var j = j1; j <= j2; j++)
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{
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for (var i = i1; i <= i2; i++)
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{
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foreach (var actor in actors[j*cols + i])
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{
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var c = actor.CenterPosition;
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if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
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yield return actor;
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}
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}
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}
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}
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}
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}
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