Files
OpenRA/OpenRA.Game/Map/Map.cs
RoosterDragon 59b3cd154d Change indexes into tile arrays to be stored as bytes to save memory.
The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
2014-10-09 20:03:01 +01:00

791 lines
24 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using OpenRA.FileSystem;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
public class MapOptions
{
public bool? Cheats;
public bool? Crates;
public bool? Fog;
public bool? Shroud;
public bool? AllyBuildRadius;
public bool? FragileAlliances;
public int? StartingCash;
public string TechLevel;
public bool ConfigurableStartingUnits = true;
public string[] Difficulties = { };
public void UpdateServerSettings(Session.Global settings)
{
if (Cheats.HasValue)
settings.AllowCheats = Cheats.Value;
if (Crates.HasValue)
settings.Crates = Crates.Value;
if (Fog.HasValue)
settings.Fog = Fog.Value;
if (Shroud.HasValue)
settings.Shroud = Shroud.Value;
if (AllyBuildRadius.HasValue)
settings.AllyBuildRadius = AllyBuildRadius.Value;
if (StartingCash.HasValue)
settings.StartingCash = StartingCash.Value;
if (FragileAlliances.HasValue)
settings.FragileAlliances = FragileAlliances.Value;
}
}
public class Map
{
[FieldLoader.Ignore] public IFolder Container;
public string Path { get; private set; }
// Yaml map data
public string Uid { get; private set; }
public int MapFormat;
public bool Selectable = true;
public bool UseAsShellmap;
public string RequiresMod;
public string Title;
public string Type = "Conquest";
public string Description;
public string Author;
public string Tileset;
public bool AllowStartUnitConfig = true;
public Bitmap CustomPreview;
public readonly TileShape TileShape;
[FieldLoader.Ignore]
public readonly WVec[] SubCellOffsets;
public readonly SubCell DefaultSubCell;
public readonly SubCell LastSubCell;
public WVec OffsetOfSubCell(SubCell subCell) { return SubCellOffsets[(int)subCell]; }
[FieldLoader.LoadUsing("LoadOptions")]
public MapOptions Options;
static object LoadOptions(MiniYaml y)
{
var options = new MapOptions();
var nodesDict = y.ToDictionary();
if (nodesDict.ContainsKey("Options"))
FieldLoader.Load(options, nodesDict["Options"]);
return options;
}
[FieldLoader.Ignore] public Lazy<Dictionary<string, ActorReference>> Actors;
public int PlayerCount { get { return Players.Count(p => p.Value.Playable); } }
public Rectangle Bounds;
// Yaml map data
[FieldLoader.Ignore] public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
[FieldLoader.Ignore] public Lazy<List<SmudgeReference>> Smudges;
[FieldLoader.Ignore] public List<MiniYamlNode> RuleDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> SequenceDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> VoxelSequenceDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> WeaponDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> VoiceDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> NotificationDefinitions = new List<MiniYamlNode>();
[FieldLoader.Ignore] public List<MiniYamlNode> TranslationDefinitions = new List<MiniYamlNode>();
// Binary map data
[FieldLoader.Ignore] public byte TileFormat = 1;
public int2 MapSize;
[FieldLoader.Ignore] public Lazy<CellLayer<TerrainTile>> MapTiles;
[FieldLoader.Ignore] public Lazy<CellLayer<ResourceTile>> MapResources;
[FieldLoader.Ignore] public CellLayer<byte> CustomTerrain;
[FieldLoader.Ignore] Lazy<TileSet> cachedTileSet;
[FieldLoader.Ignore] Lazy<Ruleset> rules;
public Ruleset Rules { get { return rules != null ? rules.Value : null; } }
public SequenceProvider SequenceProvider { get { return Rules.Sequences[Tileset]; } }
[FieldLoader.Ignore] public CellRegion Cells;
public static Map FromTileset(TileSet tileset)
{
var size = new Size(1, 1);
var tileShape = Game.modData.Manifest.TileShape;
var tileRef = new TerrainTile(tileset.Templates.First().Key, (byte)0);
var makeMapTiles = Exts.Lazy(() =>
{
var ret = new CellLayer<TerrainTile>(tileShape, size);
ret.Clear(tileRef);
return ret;
});
var map = new Map()
{
Title = "Name your map here",
Description = "Describe your map here",
Author = "Your name here",
MapSize = new int2(size),
Tileset = tileset.Id,
Options = new MapOptions(),
MapResources = Exts.Lazy(() => new CellLayer<ResourceTile>(tileShape, size)),
MapTiles = makeMapTiles,
Actors = Exts.Lazy(() => new Dictionary<string, ActorReference>()),
Smudges = Exts.Lazy(() => new List<SmudgeReference>())
};
map.PostInit();
return map;
}
void AssertExists(string filename)
{
using (var s = Container.GetContent(filename))
if (s == null)
throw new InvalidOperationException("Required file {0} not present in this map".F(filename));
}
// Stub constructor that doesn't produce a valid map, but is
// sufficient for loading a mod to the content-install panel
public Map() { }
// The standard constructor for most purposes
public Map(string path) : this(path, null) { }
// Support upgrading format 5 maps to a more
// recent version by defining upgradeForMod.
public Map(string path, string upgradeForMod)
{
Path = path;
Container = GlobalFileSystem.OpenPackage(path, null, int.MaxValue);
AssertExists("map.yaml");
AssertExists("map.bin");
var yaml = new MiniYaml(null, MiniYaml.FromStream(Container.GetContent("map.yaml")));
FieldLoader.Load(this, yaml);
// Support for formats 1-3 dropped 2011-02-11.
// Use release-20110207 to convert older maps to format 4
// Use release-20110511 to convert older maps to format 5
if (MapFormat < 5)
throw new InvalidDataException("Map format {0} is not supported.\n File: {1}".F(MapFormat, path));
// Format 5 -> 6 enforces the use of RequiresMod
if (MapFormat == 5)
{
if (upgradeForMod == null)
throw new InvalidDataException("Map format {0} is not supported, but can be upgraded.\n File: {1}".F(MapFormat, path));
Console.WriteLine("Upgrading {0} from Format 5 to Format 6", path);
// TODO: This isn't very nice, but there is no other consistent way
// of finding the mod early during the engine initialization.
RequiresMod = upgradeForMod;
}
var nd = yaml.ToDictionary();
// Load players
foreach (var my in nd["Players"].ToDictionary().Values)
{
var player = new PlayerReference(my);
Players.Add(player.Name, player);
}
Actors = Exts.Lazy(() =>
{
var ret = new Dictionary<string, ActorReference>();
foreach (var kv in nd["Actors"].ToDictionary())
ret.Add(kv.Key, new ActorReference(kv.Value.Value, kv.Value.ToDictionary()));
return ret;
});
// Smudges
Smudges = Exts.Lazy(() =>
{
var ret = new List<SmudgeReference>();
foreach (var name in nd["Smudges"].ToDictionary().Keys)
{
var vals = name.Split(' ');
var loc = vals[1].Split(',');
ret.Add(new SmudgeReference(vals[0], new int2(
Exts.ParseIntegerInvariant(loc[0]),
Exts.ParseIntegerInvariant(loc[1])),
Exts.ParseIntegerInvariant(vals[2])));
}
return ret;
});
RuleDefinitions = MiniYaml.NodesOrEmpty(yaml, "Rules");
SequenceDefinitions = MiniYaml.NodesOrEmpty(yaml, "Sequences");
VoxelSequenceDefinitions = MiniYaml.NodesOrEmpty(yaml, "VoxelSequences");
WeaponDefinitions = MiniYaml.NodesOrEmpty(yaml, "Weapons");
VoiceDefinitions = MiniYaml.NodesOrEmpty(yaml, "Voices");
NotificationDefinitions = MiniYaml.NodesOrEmpty(yaml, "Notifications");
TranslationDefinitions = MiniYaml.NodesOrEmpty(yaml, "Translations");
MapTiles = Exts.Lazy(() => LoadMapTiles());
MapResources = Exts.Lazy(() => LoadResourceTiles());
TileShape = Game.modData.Manifest.TileShape;
SubCellOffsets = Game.modData.Manifest.SubCellOffsets;
LastSubCell = (SubCell)(SubCellOffsets.Length - 1);
DefaultSubCell = (SubCell)Game.modData.Manifest.SubCellDefaultIndex;
// The Uid is calculated from the data on-disk, so
// format changes must be flushed to disk.
// TODO: this isn't very nice
if (MapFormat < 6)
Save(path);
Uid = ComputeHash();
if (Container.Exists("map.png"))
using (var dataStream = Container.GetContent("map.png"))
CustomPreview = new Bitmap(dataStream);
PostInit();
}
void PostInit()
{
rules = Exts.Lazy(() => Game.modData.RulesetCache.LoadMapRules(this));
cachedTileSet = Exts.Lazy(() => Rules.TileSets[Tileset]);
var tl = Map.MapToCell(TileShape, new CPos(Bounds.Left, Bounds.Top));
var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));
Cells = new CellRegion(TileShape, tl, br);
CustomTerrain = new CellLayer<byte>(this);
foreach (var cell in Cells)
CustomTerrain[cell] = byte.MaxValue;
}
public Ruleset PreloadRules()
{
return rules.Value;
}
public CPos[] GetSpawnPoints()
{
return Actors.Value.Values
.Where(a => a.Type == "mpspawn")
.Select(a => (CPos)a.InitDict.Get<LocationInit>().value)
.ToArray();
}
public void Save(string toPath)
{
MapFormat = 6;
var root = new List<MiniYamlNode>();
var fields = new[]
{
"Selectable",
"MapFormat",
"RequiresMod",
"Title",
"Description",
"Author",
"Tileset",
"MapSize",
"Bounds",
"UseAsShellmap",
"Type",
};
foreach (var field in fields)
{
var f = this.GetType().GetField(field);
if (f.GetValue(this) == null)
continue;
root.Add(new MiniYamlNode(field, FieldSaver.FormatValue(this, f)));
}
root.Add(new MiniYamlNode("Options", FieldSaver.SaveDifferences(Options, new MapOptions())));
root.Add(new MiniYamlNode("Players", null,
Players.Select(p => new MiniYamlNode("PlayerReference@{0}".F(p.Key), FieldSaver.SaveDifferences(p.Value, new PlayerReference()))).ToList())
);
root.Add(new MiniYamlNode("Actors", null,
Actors.Value.Select(x => new MiniYamlNode(x.Key, x.Value.Save())).ToList())
);
root.Add(new MiniYamlNode("Smudges", MiniYaml.FromList<SmudgeReference>(Smudges.Value)));
root.Add(new MiniYamlNode("Rules", null, RuleDefinitions));
root.Add(new MiniYamlNode("Sequences", null, SequenceDefinitions));
root.Add(new MiniYamlNode("VoxelSequences", null, VoxelSequenceDefinitions));
root.Add(new MiniYamlNode("Weapons", null, WeaponDefinitions));
root.Add(new MiniYamlNode("Voices", null, VoiceDefinitions));
root.Add(new MiniYamlNode("Notifications", null, NotificationDefinitions));
root.Add(new MiniYamlNode("Translations", null, TranslationDefinitions));
var entries = new Dictionary<string, byte[]>();
entries.Add("map.bin", SaveBinaryData());
var s = root.WriteToString();
entries.Add("map.yaml", Encoding.UTF8.GetBytes(s));
// Add any custom assets
if (Container != null)
{
foreach (var file in Container.AllFileNames())
{
if (file == "map.bin" || file == "map.yaml")
continue;
entries.Add(file, Container.GetContent(file).ReadAllBytes());
}
}
// Saving the map to a new location
if (toPath != Path)
{
Path = toPath;
// Create a new map package
Container = GlobalFileSystem.CreatePackage(Path, int.MaxValue, entries);
}
// Update existing package
Container.Write(entries);
}
public CellLayer<TerrainTile> LoadMapTiles()
{
var tiles = new CellLayer<TerrainTile>(this);
using (var dataStream = Container.GetContent("map.bin"))
{
if (dataStream.ReadUInt8() != 1)
throw new InvalidDataException("Unknown binary map format");
// Load header info
var width = dataStream.ReadUInt16();
var height = dataStream.ReadUInt16();
if (width != MapSize.X || height != MapSize.Y)
throw new InvalidDataException("Invalid tile data");
// Load tile data
var data = dataStream.ReadBytes(MapSize.X * MapSize.Y * 3);
var d = 0;
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var tile = BitConverter.ToUInt16(data, d);
d += 2;
var index = data[d++];
if (index == byte.MaxValue)
index = (byte)(i % 4 + (j % 4) * 4);
tiles[i, j] = new TerrainTile(tile, index);
}
}
}
return tiles;
}
public CellLayer<ResourceTile> LoadResourceTiles()
{
var resources = new CellLayer<ResourceTile>(this);
using (var dataStream = Container.GetContent("map.bin"))
{
if (dataStream.ReadUInt8() != 1)
throw new InvalidDataException("Unknown binary map format");
// Load header info
var width = dataStream.ReadUInt16();
var height = dataStream.ReadUInt16();
if (width != MapSize.X || height != MapSize.Y)
throw new InvalidDataException("Invalid tile data");
// Skip past tile data
dataStream.Seek(3 * MapSize.X * MapSize.Y, SeekOrigin.Current);
var data = dataStream.ReadBytes(MapSize.X * MapSize.Y * 2);
var d = 0;
// Load resource data
for (var i = 0; i < MapSize.X; i++)
for (var j = 0; j < MapSize.Y; j++)
resources[i, j] = new ResourceTile(data[d++], data[d++]);
}
return resources;
}
public byte[] SaveBinaryData()
{
var dataStream = new MemoryStream();
using (var writer = new BinaryWriter(dataStream))
{
// File header consists of a version byte, followed by 2 ushorts for width and height
writer.Write(TileFormat);
writer.Write((ushort)MapSize.X);
writer.Write((ushort)MapSize.Y);
// Tile data
for (var i = 0; i < MapSize.X; i++)
for (var j = 0; j < MapSize.Y; j++)
{
var tile = MapTiles.Value[i, j];
writer.Write(tile.Type);
writer.Write(tile.Index);
}
// Resource data
for (var i = 0; i < MapSize.X; i++)
{
for (var j = 0; j < MapSize.Y; j++)
{
var tile = MapResources.Value[i, j];
writer.Write(tile.Type);
writer.Write(tile.Index);
}
}
}
return dataStream.ToArray();
}
public bool Contains(CPos cell)
{
var uv = CellToMap(TileShape, cell);
return Bounds.Contains(uv.X, uv.Y);
}
public WPos CenterOfCell(CPos cell)
{
if (TileShape == TileShape.Rectangle)
return new WPos(1024 * cell.X + 512, 1024 * cell.Y + 512, 0);
// Convert from diamond cell position (x, y) to world position (u, v):
// (a) Consider the relationships:
// - Center of origin cell is (512, 512)
// - +x adds (512, 512) to world pos
// - +y adds (-512, 512) to world pos
// (b) Therefore:
// - ax + by adds (a - b) * 512 + 512 to u
// - ax + by adds (a + b) * 512 + 512 to v
return new WPos(512 * (cell.X - cell.Y + 1), 512 * (cell.X + cell.Y + 1), 0);
}
public WPos CenterOfSubCell(CPos cell, SubCell subCell)
{
var index = (int)subCell;
if (index >= 0 && index <= SubCellOffsets.Length)
return CenterOfCell(cell) + SubCellOffsets[index];
return CenterOfCell(cell);
}
public CPos CellContaining(WPos pos)
{
if (TileShape == TileShape.Rectangle)
return new CPos(pos.X / 1024, pos.Y / 1024);
// Convert from world position to diamond cell position:
// (a) Subtract (512, 512) to move the rotation center to the middle of the corner cell
// (b) Rotate axes by -pi/4
// (c) Add 512 to x (but not y) to realign the cell
// (d) Divide by 1024 to find final cell coords
var u = (pos.Y + pos.X - 512) / 1024;
var v = (pos.Y - pos.X) / 1024;
return new CPos(u, v);
}
public static CPos MapToCell(TileShape shape, CPos map)
{
if (shape == TileShape.Rectangle)
return map;
// Convert from rectangular map position to diamond cell position
// - The staggered rows make this fiddly (hint: draw a diagram!)
// (a) Consider the relationships:
// - +1u (even -> odd) adds (1, -1) to (x, y)
// - +1v (even -> odd) adds (1, 0) to (x, y)
// - +1v (odd -> even) adds (0, 1) to (x, y)
// (b) Therefore:
// - au + 2bv adds (a + b) to (x, y)
// - a correction factor is added if v is odd
var offset = (map.Y & 1) == 1 ? 1 : 0;
var y = (map.Y - offset) / 2 - map.X;
var x = map.Y - y;
return new CPos(x, y);
}
public static CPos CellToMap(TileShape shape, CPos cell)
{
if (shape == TileShape.Rectangle)
return cell;
// Convert from diamond cell (x, y) position to rectangular map position (u, v)
// - The staggered rows make this fiddly (hint: draw a diagram!)
// (a) Consider the relationships:
// - +1x (even -> odd) adds (0, 1) to (u, v)
// - +1x (odd -> even) adds (1, 1) to (u, v)
// - +1y (even -> odd) adds (-1, 1) to (u, v)
// - +1y (odd -> even) adds (0, 1) to (u, v)
// (b) Therefore:
// - ax + by adds (a - b)/2 to u (only even increments count)
// - ax + by adds a + b to v
var u = (cell.X - cell.Y) / 2;
var v = cell.X + cell.Y;
return new CPos(u, v);
}
public int FacingBetween(CPos cell, CPos towards, int fallbackfacing)
{
return Traits.Util.GetFacing(CenterOfCell(towards) - CenterOfCell(cell), fallbackfacing);
}
public void Resize(int width, int height) // editor magic.
{
var oldMapTiles = MapTiles.Value;
var oldMapResources = MapResources.Value;
var newSize = new Size(width, height);
MapTiles = Exts.Lazy(() => CellLayer.Resize(oldMapTiles, newSize, oldMapTiles[0, 0]));
MapResources = Exts.Lazy(() => CellLayer.Resize(oldMapResources, newSize, oldMapResources[0, 0]));
MapSize = new int2(newSize);
}
public void ResizeCordon(int left, int top, int right, int bottom)
{
Bounds = Rectangle.FromLTRB(left, top, right, bottom);
var tl = Map.MapToCell(TileShape, new CPos(Bounds.Left, Bounds.Top));
var br = Map.MapToCell(TileShape, new CPos(Bounds.Right - 1, Bounds.Bottom - 1));
Cells = new CellRegion(TileShape, tl, br);
}
string ComputeHash()
{
// UID is calculated by taking an SHA1 of the yaml and binary data
using (var ms = new MemoryStream())
{
// Read the relevant data into the buffer
using (var s = Container.GetContent("map.yaml"))
s.CopyTo(ms);
using (var s = Container.GetContent("map.bin"))
s.CopyTo(ms);
// Take the SHA1
ms.Seek(0, SeekOrigin.Begin);
using (var csp = SHA1.Create())
return new string(csp.ComputeHash(ms).SelectMany(a => a.ToString("x2")).ToArray());
}
}
public void MakeDefaultPlayers()
{
var firstRace = Rules.Actors["world"].Traits
.WithInterface<CountryInfo>().First(c => c.Selectable).Race;
if (!Players.ContainsKey("Neutral"))
Players.Add("Neutral", new PlayerReference
{
Name = "Neutral",
Race = firstRace,
OwnsWorld = true,
NonCombatant = true
});
var numSpawns = GetSpawnPoints().Length;
for (var index = 0; index < numSpawns; index++)
{
if (Players.ContainsKey("Multi{0}".F(index)))
continue;
var p = new PlayerReference
{
Name = "Multi{0}".F(index),
Race = "Random",
Playable = true,
Enemies = new[] { "Creeps" }
};
Players.Add(p.Name, p);
}
Players.Add("Creeps", new PlayerReference
{
Name = "Creeps",
Race = firstRace,
NonCombatant = true,
Enemies = Players.Where(p => p.Value.Playable).Select(p => p.Key).ToArray()
});
}
public void FixOpenAreas(Ruleset rules)
{
var r = new Random();
var tileset = rules.TileSets[Tileset];
for (var j = Bounds.Top; j < Bounds.Bottom; j++)
{
for (var i = Bounds.Left; i < Bounds.Right; i++)
{
var type = MapTiles.Value[i, j].Type;
var index = MapTiles.Value[i, j].Index;
if (!tileset.Templates.ContainsKey(type))
{
Console.WriteLine("Unknown Tile ID {0}".F(type));
continue;
}
var template = tileset.Templates[type];
if (!template.PickAny)
continue;
index = (byte)r.Next(0, template.TilesCount);
MapTiles.Value[i, j] = new TerrainTile(type, index);
}
}
}
public byte GetTerrainIndex(CPos cell)
{
var custom = CustomTerrain[cell];
return custom != byte.MaxValue ? custom : cachedTileSet.Value.GetTerrainIndex(MapTiles.Value[cell]);
}
public TerrainTypeInfo GetTerrainInfo(CPos cell)
{
return cachedTileSet.Value[GetTerrainIndex(cell)];
}
public CPos Clamp(CPos cell)
{
var bounds = new Rectangle(Bounds.X, Bounds.Y, Bounds.Width - 1, Bounds.Height - 1);
return MapToCell(TileShape, CellToMap(TileShape, cell).Clamp(bounds));
}
public CPos ChooseRandomCell(MersenneTwister rand)
{
var x = rand.Next(Bounds.Left, Bounds.Right);
var y = rand.Next(Bounds.Top, Bounds.Bottom);
return MapToCell(TileShape, new CPos(x, y));
}
public CPos ChooseRandomEdgeCell(MersenneTwister rand)
{
var isX = rand.Next(2) == 0;
var edge = rand.Next(2) == 0;
var x = isX ? rand.Next(Bounds.Left, Bounds.Right) : (edge ? Bounds.Left : Bounds.Right);
var y = !isX ? rand.Next(Bounds.Top, Bounds.Bottom) : (edge ? Bounds.Top : Bounds.Bottom);
return MapToCell(TileShape, new CPos(x, y));
}
public WRange DistanceToEdge(WPos pos, WVec dir)
{
var tl = CenterOfCell(Cells.TopLeft) - new WVec(512, 512, 0);
var br = CenterOfCell(Cells.BottomRight) + new WVec(511, 511, 0);
var x = dir.X == 0 ? int.MaxValue : ((dir.X < 0 ? tl.X : br.X) - pos.X) / dir.X;
var y = dir.Y == 0 ? int.MaxValue : ((dir.Y < 0 ? tl.Y : br.Y) - pos.Y) / dir.Y;
return new WRange(Math.Min(x, y) * dir.Length);
}
public const int MaxTilesInCircleRange = 50;
static CVec[][] TilesByDistance = InitTilesByDistance(MaxTilesInCircleRange);
static CVec[][] InitTilesByDistance(int max)
{
var ts = new List<CVec>[max + 1];
for (var i = 0; i < max + 1; i++)
ts [i] = new List<CVec>();
for (var j = -max; j <= max; j++)
for (var i = -max; i <= max; i++)
if (max * max >= i * i + j * j)
ts[Exts.ISqrt(i * i + j * j, Exts.ISqrtRoundMode.Ceiling)].Add(new CVec(i, j));
// Sort each integer-distance group by the actual distance
foreach (var list in ts)
{
list.Sort((a, b) =>
{
var result = a.LengthSquared.CompareTo(b.LengthSquared);
if (result != 0)
return result;
// If the lengths are equal, use other means to sort them.
// Try the hashcode first because it gives more
// random-appearing results than X or Y that would always
// prefer the leftmost/topmost position.
result = a.GetHashCode().CompareTo(b.GetHashCode());
if (result != 0)
return result;
result = a.X.CompareTo(b.X);
if (result != 0)
return result;
return a.Y.CompareTo(b.Y);
});
}
return ts.Select(list => list.ToArray()).ToArray();
}
// Both ranges are inclusive because everything that calls it is designed for maxRange being inclusive:
// it rounds the actual distance up to the next integer so that this call
// will return any cells that intersect with the requested range circle.
// The returned positions are sorted by distance from the center.
public IEnumerable<CPos> FindTilesInAnnulus(CPos center, int minRange, int maxRange)
{
if (maxRange < minRange)
throw new ArgumentOutOfRangeException("maxRange", "Maximum range is less than the minimum range.");
if (maxRange > TilesByDistance.Length)
throw new ArgumentOutOfRangeException("maxRange", "The requested range ({0}) exceeds the maximum allowed ({1})".F(maxRange, MaxTilesInCircleRange));
for (var i = minRange; i <= maxRange; i++)
{
foreach (var offset in TilesByDistance[i])
{
var t = offset + center;
if (Contains(t))
yield return t;
}
}
}
public IEnumerable<CPos> FindTilesInCircle(CPos center, int maxRange)
{
return FindTilesInAnnulus(center, 0, maxRange);
}
}
}