513 lines
13 KiB
C#
513 lines
13 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 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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namespace OpenRA.Traits
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{
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public enum SubCell { Invalid = int.MinValue, Any = int.MinValue / 2, FullCell = 0, First = 1 }
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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 : ITick
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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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class Bin
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{
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public readonly List<Actor> Actors = new List<Actor>();
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public readonly List<ProximityTrigger> ProximityTriggers = new List<ProximityTrigger>();
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}
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class CellTrigger
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{
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public readonly int Id;
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public readonly CPos[] Footprint;
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public bool Dirty;
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Action<Actor> onActorEntered;
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Action<Actor> onActorExited;
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IEnumerable<Actor> currentActors = Enumerable.Empty<Actor>();
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public CellTrigger(int id, CPos[] footprint, Action<Actor> onActorEntered, Action<Actor> onActorExited)
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{
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Id = id;
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Footprint = footprint;
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this.onActorEntered = onActorEntered;
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this.onActorExited = onActorExited;
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// Notify any actors that are initially inside the trigger zone
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Dirty = true;
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}
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public void Tick(ActorMap am)
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{
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if (!Dirty)
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return;
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var oldActors = currentActors;
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currentActors = Footprint.SelectMany(c => am.GetUnitsAt(c)).ToList();
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var entered = currentActors.Except(oldActors);
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var exited = oldActors.Except(currentActors);
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if (onActorEntered != null)
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foreach (var a in entered)
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onActorEntered(a);
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if (onActorExited != null)
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foreach (var a in exited)
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onActorExited(a);
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Dirty = false;
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}
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}
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class ProximityTrigger : IDisposable
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{
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public readonly int Id;
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public WPos Position { get; private set; }
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public WRange Range { get; private set; }
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public WPos TopLeft { get; private set; }
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public WPos BottomRight { get; private set; }
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public bool Dirty;
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Action<Actor> onActorEntered;
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Action<Actor> onActorExited;
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IEnumerable<Actor> currentActors = Enumerable.Empty<Actor>();
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public ProximityTrigger(int id, WPos pos, WRange range, Action<Actor> onActorEntered, Action<Actor> onActorExited)
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{
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Id = id;
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this.onActorEntered = onActorEntered;
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this.onActorExited = onActorExited;
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Update(pos, range);
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}
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public void Update(WPos newPos, WRange newRange)
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{
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Position = newPos;
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Range = newRange;
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var offset = new WVec(newRange, newRange, WRange.Zero);
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TopLeft = newPos - offset;
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BottomRight = newPos + offset;
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Dirty = true;
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}
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public void Tick(ActorMap am)
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{
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if (!Dirty)
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return;
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var oldActors = currentActors;
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var delta = new WVec(Range, Range, WRange.Zero);
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currentActors = am.ActorsInBox(Position - delta, Position + delta)
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.Where(a => (a.CenterPosition - Position).HorizontalLengthSquared < Range.Range * Range.Range)
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.ToList();
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var entered = currentActors.Except(oldActors);
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var exited = oldActors.Except(currentActors);
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if (onActorEntered != null)
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foreach (var a in entered)
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onActorEntered(a);
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if (onActorExited != null)
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foreach (var a in exited)
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onActorExited(a);
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Dirty = false;
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}
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public void Dispose()
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{
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foreach (var a in currentActors)
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onActorExited(a);
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}
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}
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readonly ActorMapInfo info;
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readonly Map map;
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readonly Dictionary<int, CellTrigger> cellTriggers = new Dictionary<int, CellTrigger>();
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readonly Dictionary<CPos, List<CellTrigger>> cellTriggerInfluence = new Dictionary<CPos, List<CellTrigger>>();
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readonly Dictionary<int, ProximityTrigger> proximityTriggers = new Dictionary<int, ProximityTrigger>();
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int nextTriggerId;
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readonly CellLayer<InfluenceNode> influence;
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readonly Bin[] bins;
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readonly int rows, cols;
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// Position updates are done in one pass
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// to ensure consistency during a tick
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readonly HashSet<Actor> addActorPosition = new HashSet<Actor>();
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readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
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readonly Predicate<Actor> actorShouldBeRemoved;
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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 CellLayer<InfluenceNode>(world.Map);
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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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bins = new Bin[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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bins[j * cols + i] = new Bin();
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// Cache this delegate so it does not have to be allocated repeatedly.
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actorShouldBeRemoved = removeActorPosition.Contains;
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}
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public IEnumerable<Actor> GetUnitsAt(CPos a)
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{
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if (!map.Contains(a))
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yield break;
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for (var i = influence[a]; 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.Contains(a))
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yield break;
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for (var i = influence[a]; 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, bool checkTransient = true)
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{
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return FreeSubCell(a, SubCell.Any, checkTransient) != SubCell.Invalid;
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}
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public SubCell FreeSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true)
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{
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if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkTransient))
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return preferredSubCell;
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if (!AnyUnitsAt(a))
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return map.DefaultSubCell;
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for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
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if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkTransient))
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return (SubCell)i;
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return SubCell.Invalid;
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}
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public SubCell FreeSubCell(CPos a, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker)
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{
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if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkIfBlocker))
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return preferredSubCell;
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if (!AnyUnitsAt(a))
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return map.DefaultSubCell;
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for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
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if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkIfBlocker))
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return (SubCell)i;
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return SubCell.Invalid;
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}
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// NOTE: always includes transients with influence
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public bool AnyUnitsAt(CPos a)
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{
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if (!map.Contains(a))
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return false;
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return influence[a] != null;
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}
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// NOTE: can not check aircraft
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public bool AnyUnitsAt(CPos a, SubCell sub, bool checkTransient = true)
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{
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if (!map.Contains(a))
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return false;
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var always = sub == SubCell.FullCell || sub == SubCell.Any;
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for (var i = influence[a]; i != null; i = i.Next)
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{
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if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
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{
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if (checkTransient)
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return true;
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var pos = i.Actor.TraitOrDefault<IPositionable>();
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if (pos == null || !pos.IsLeavingCell(a, i.SubCell))
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return true;
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}
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}
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return false;
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}
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// NOTE: can not check aircraft
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public bool AnyUnitsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition)
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{
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if (!map.Contains(a))
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return false;
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var always = sub == SubCell.FullCell || sub == SubCell.Any;
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for (var i = influence[a]; i != null; i = i.Next)
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if ((always || i.SubCell == sub || i.SubCell == SubCell.FullCell) && !i.Actor.Destroyed && withCondition(i.Actor))
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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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{
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if (!map.Contains(c.First))
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continue;
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influence[c.First] = new InfluenceNode { Next = influence[c.First], SubCell = c.Second, Actor = self };
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List<CellTrigger> triggers;
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if (cellTriggerInfluence.TryGetValue(c.First, out triggers))
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foreach (var t in triggers)
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t.Dirty = true;
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}
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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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{
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if (!map.Contains(c.First))
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continue;
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var temp = influence[c.First];
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RemoveInfluenceInner(ref temp, self);
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influence[c.First] = temp;
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List<CellTrigger> triggers;
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if (cellTriggerInfluence.TryGetValue(c.First, out triggers))
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foreach (var t in triggers)
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t.Dirty = true;
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}
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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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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 Tick(Actor self)
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{
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// Position updates are done in one pass
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// to ensure consistency during a tick
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foreach (var bin in bins)
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{
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var removed = bin.Actors.RemoveAll(actorShouldBeRemoved);
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if (removed > 0)
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foreach (var t in bin.ProximityTriggers)
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t.Dirty = true;
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}
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removeActorPosition.Clear();
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foreach (var a in addActorPosition)
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{
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var pos = a.OccupiesSpace.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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var bin = bins[j * cols + i];
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bin.Actors.Add(a);
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foreach (var t in bin.ProximityTriggers)
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t.Dirty = true;
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}
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addActorPosition.Clear();
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foreach (var t in cellTriggers)
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t.Value.Tick(this);
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foreach (var t in proximityTriggers)
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t.Value.Tick(this);
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}
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public int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit)
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{
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var id = nextTriggerId++;
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var t = new CellTrigger(id, cells, onEntry, onExit);
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cellTriggers.Add(id, t);
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foreach (var c in cells)
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{
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if (!map.Contains(c))
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continue;
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if (!cellTriggerInfluence.ContainsKey(c))
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cellTriggerInfluence.Add(c, new List<CellTrigger>());
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cellTriggerInfluence[c].Add(t);
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}
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return id;
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}
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public void RemoveCellTrigger(int id)
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{
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CellTrigger trigger;
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if (!cellTriggers.TryGetValue(id, out trigger))
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return;
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foreach (var c in trigger.Footprint)
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{
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if (!cellTriggerInfluence.ContainsKey(c))
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continue;
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cellTriggerInfluence[c].RemoveAll(t => t == trigger);
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}
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}
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public int AddProximityTrigger(WPos pos, WRange range, Action<Actor> onEntry, Action<Actor> onExit)
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{
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var id = nextTriggerId++;
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var t = new ProximityTrigger(id, pos, range, onEntry, onExit);
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proximityTriggers.Add(id, t);
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foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
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bin.ProximityTriggers.Add(t);
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return id;
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}
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public void RemoveProximityTrigger(int id)
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{
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ProximityTrigger t;
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if (!proximityTriggers.TryGetValue(id, out t))
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return;
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foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
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bin.ProximityTriggers.Remove(t);
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t.Dispose();
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}
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public void UpdateProximityTrigger(int id, WPos newPos, WRange newRange)
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{
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ProximityTrigger t;
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if (!proximityTriggers.TryGetValue(id, out t))
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return;
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foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
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bin.ProximityTriggers.Remove(t);
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t.Update(newPos, newRange);
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foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
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bin.ProximityTriggers.Add(t);
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}
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public void AddPosition(Actor a, IOccupySpace ios)
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{
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UpdatePosition(a, ios);
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}
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public void RemovePosition(Actor a, IOccupySpace ios)
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{
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removeActorPosition.Add(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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addActorPosition.Add(a);
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}
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IEnumerable<Bin> BinsInBox(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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for (var i = i1; i <= i2; i++)
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yield return bins[j * cols + i];
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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 bins[j * cols + i].Actors)
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{
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if (actor.IsInWorld)
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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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public IEnumerable<Actor> ActorsInWorld()
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{
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return bins.SelectMany(bin => bin.Actors.Where(actor => actor.IsInWorld));
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}
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}
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}
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