95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, 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.Generic;
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using System.Diagnostics;
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using System.Linq;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public static class WorldUtils
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{
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public static Actor ClosestTo(this IEnumerable<Actor> actors, Actor a)
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{
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return actors.ClosestTo(a.CenterPosition);
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}
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public static Actor ClosestTo(this IEnumerable<Actor> actors, WPos pos)
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{
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return actors.MinByOrDefault(a => (a.CenterPosition - pos).LengthSquared);
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}
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public static WPos PositionClosestTo(this IEnumerable<WPos> positions, WPos pos)
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{
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return positions.MinByOrDefault(p => (p - pos).LengthSquared);
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}
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public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WDist r)
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{
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// Target ranges are calculated in 2D, so ignore height differences
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var vec = new WVec(r, r, WDist.Zero);
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return world.ActorMap.ActorsInBox(origin - vec, origin + vec).Where(
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a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared);
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}
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public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null)
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{
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var temporaryBlockers = world.ActorMap.GetActorsAt(cell);
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foreach (var temporaryBlocker in temporaryBlockers)
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{
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if (temporaryBlocker == ignoreActor)
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continue;
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var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing<ITemporaryBlocker>();
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foreach (var temporaryBlockerTrait in temporaryBlockerTraits)
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if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell))
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return true;
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}
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return false;
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}
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public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
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{
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// PERF: This is a hot path and must run with minimal added overhead.
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// Calling Stopwatch.GetTimestamp is a bit expensive, so we enumerate manually to allow us to call it only
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// once per iteration in the normal case.
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// See also: RunActivity
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var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks;
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using (var enumerator = e.GetEnumerator())
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{
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var start = Stopwatch.GetTimestamp();
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while (enumerator.MoveNext())
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{
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a(enumerator.Current);
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var current = Stopwatch.GetTimestamp();
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if (current - start > longTickThresholdInStopwatchTicks)
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{
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PerfTimer.LogLongTick(start, current, text, enumerator.Current);
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start = Stopwatch.GetTimestamp();
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}
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else
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start = current;
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}
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}
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}
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public static bool AreMutualAllies(Player a, Player b)
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{
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return a.Stances[b] == Stance.Ally &&
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b.Stances[a] == Stance.Ally;
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}
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}
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}
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