Files
OpenRA/OpenRA.Game/Traits/World/ActorMap.cs
2015-01-02 12:11:01 +01:00

513 lines
13 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.Generic;
using System.Linq;
namespace OpenRA.Traits
{
public enum SubCell { Invalid = int.MinValue, Any = int.MinValue / 2, FullCell = 0, First = 1 }
public class ActorMapInfo : ITraitInfo
{
[Desc("Size of partition bins (cells)")]
public readonly int BinSize = 10;
public object Create(ActorInitializer init) { return new ActorMap(init.world, this); }
}
public class ActorMap : ITick
{
class InfluenceNode
{
public InfluenceNode Next;
public SubCell SubCell;
public Actor Actor;
}
class Bin
{
public readonly List<Actor> Actors = new List<Actor>();
public readonly List<ProximityTrigger> ProximityTriggers = new List<ProximityTrigger>();
}
class CellTrigger
{
public readonly int Id;
public readonly CPos[] Footprint;
public bool Dirty;
Action<Actor> onActorEntered;
Action<Actor> onActorExited;
IEnumerable<Actor> currentActors = Enumerable.Empty<Actor>();
public CellTrigger(int id, CPos[] footprint, Action<Actor> onActorEntered, Action<Actor> onActorExited)
{
Id = id;
Footprint = footprint;
this.onActorEntered = onActorEntered;
this.onActorExited = onActorExited;
// Notify any actors that are initially inside the trigger zone
Dirty = true;
}
public void Tick(ActorMap am)
{
if (!Dirty)
return;
var oldActors = currentActors;
currentActors = Footprint.SelectMany(c => am.GetUnitsAt(c)).ToList();
var entered = currentActors.Except(oldActors);
var exited = oldActors.Except(currentActors);
if (onActorEntered != null)
foreach (var a in entered)
onActorEntered(a);
if (onActorExited != null)
foreach (var a in exited)
onActorExited(a);
Dirty = false;
}
}
class ProximityTrigger : IDisposable
{
public readonly int Id;
public WPos Position { get; private set; }
public WRange Range { get; private set; }
public WPos TopLeft { get; private set; }
public WPos BottomRight { get; private set; }
public bool Dirty;
Action<Actor> onActorEntered;
Action<Actor> onActorExited;
IEnumerable<Actor> currentActors = Enumerable.Empty<Actor>();
public ProximityTrigger(int id, WPos pos, WRange range, Action<Actor> onActorEntered, Action<Actor> onActorExited)
{
Id = id;
this.onActorEntered = onActorEntered;
this.onActorExited = onActorExited;
Update(pos, range);
}
public void Update(WPos newPos, WRange newRange)
{
Position = newPos;
Range = newRange;
var offset = new WVec(newRange, newRange, WRange.Zero);
TopLeft = newPos - offset;
BottomRight = newPos + offset;
Dirty = true;
}
public void Tick(ActorMap am)
{
if (!Dirty)
return;
var oldActors = currentActors;
var delta = new WVec(Range, Range, WRange.Zero);
currentActors = am.ActorsInBox(Position - delta, Position + delta)
.Where(a => (a.CenterPosition - Position).HorizontalLengthSquared < Range.Range * Range.Range)
.ToList();
var entered = currentActors.Except(oldActors);
var exited = oldActors.Except(currentActors);
if (onActorEntered != null)
foreach (var a in entered)
onActorEntered(a);
if (onActorExited != null)
foreach (var a in exited)
onActorExited(a);
Dirty = false;
}
public void Dispose()
{
foreach (var a in currentActors)
onActorExited(a);
}
}
readonly ActorMapInfo info;
readonly Map map;
readonly Dictionary<int, CellTrigger> cellTriggers = new Dictionary<int, CellTrigger>();
readonly Dictionary<CPos, List<CellTrigger>> cellTriggerInfluence = new Dictionary<CPos, List<CellTrigger>>();
readonly Dictionary<int, ProximityTrigger> proximityTriggers = new Dictionary<int, ProximityTrigger>();
int nextTriggerId;
readonly CellLayer<InfluenceNode> influence;
readonly Bin[] bins;
readonly int rows, cols;
// Position updates are done in one pass
// to ensure consistency during a tick
readonly HashSet<Actor> addActorPosition = new HashSet<Actor>();
readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
readonly Predicate<Actor> actorShouldBeRemoved;
public ActorMap(World world, ActorMapInfo info)
{
this.info = info;
map = world.Map;
influence = new CellLayer<InfluenceNode>(world.Map);
cols = world.Map.MapSize.X / info.BinSize + 1;
rows = world.Map.MapSize.Y / info.BinSize + 1;
bins = new Bin[rows * cols];
for (var j = 0; j < rows; j++)
for (var i = 0; i < cols; i++)
bins[j * cols + i] = new Bin();
// Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains;
}
public IEnumerable<Actor> GetUnitsAt(CPos a)
{
if (!map.Contains(a))
yield break;
for (var i = influence[a]; i != null; i = i.Next)
if (!i.Actor.Destroyed)
yield return i.Actor;
}
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
{
if (!map.Contains(a))
yield break;
for (var i = influence[a]; i != null; i = i.Next)
if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
yield return i.Actor;
}
public bool HasFreeSubCell(CPos a, bool checkTransient = true)
{
return FreeSubCell(a, SubCell.Any, checkTransient) != SubCell.Invalid;
}
public SubCell FreeSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true)
{
if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkTransient))
return preferredSubCell;
if (!AnyUnitsAt(a))
return map.DefaultSubCell;
for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkTransient))
return (SubCell)i;
return SubCell.Invalid;
}
public SubCell FreeSubCell(CPos a, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker)
{
if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkIfBlocker))
return preferredSubCell;
if (!AnyUnitsAt(a))
return map.DefaultSubCell;
for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkIfBlocker))
return (SubCell)i;
return SubCell.Invalid;
}
// NOTE: always includes transients with influence
public bool AnyUnitsAt(CPos a)
{
if (!map.Contains(a))
return false;
return influence[a] != null;
}
// NOTE: can not check aircraft
public bool AnyUnitsAt(CPos a, SubCell sub, bool checkTransient = true)
{
if (!map.Contains(a))
return false;
var always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influence[a]; i != null; i = i.Next)
{
if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
{
if (checkTransient)
return true;
var pos = i.Actor.TraitOrDefault<IPositionable>();
if (pos == null || !pos.IsLeavingCell(a, i.SubCell))
return true;
}
}
return false;
}
// NOTE: can not check aircraft
public bool AnyUnitsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition)
{
if (!map.Contains(a))
return false;
var always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influence[a]; i != null; i = i.Next)
if ((always || i.SubCell == sub || i.SubCell == SubCell.FullCell) && !i.Actor.Destroyed && withCondition(i.Actor))
return true;
return false;
}
public void AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
{
if (!map.Contains(c.First))
continue;
influence[c.First] = new InfluenceNode { Next = influence[c.First], SubCell = c.Second, Actor = self };
List<CellTrigger> triggers;
if (cellTriggerInfluence.TryGetValue(c.First, out triggers))
foreach (var t in triggers)
t.Dirty = true;
}
}
public void RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
{
if (!map.Contains(c.First))
continue;
var temp = influence[c.First];
RemoveInfluenceInner(ref temp, self);
influence[c.First] = temp;
List<CellTrigger> triggers;
if (cellTriggerInfluence.TryGetValue(c.First, out triggers))
foreach (var t in triggers)
t.Dirty = true;
}
}
void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
if (influenceNode.Actor == toRemove)
influenceNode = influenceNode.Next;
if (influenceNode != null)
RemoveInfluenceInner(ref influenceNode.Next, toRemove);
}
public void Tick(Actor self)
{
// Position updates are done in one pass
// to ensure consistency during a tick
foreach (var bin in bins)
{
var removed = bin.Actors.RemoveAll(actorShouldBeRemoved);
if (removed > 0)
foreach (var t in bin.ProximityTriggers)
t.Dirty = true;
}
removeActorPosition.Clear();
foreach (var a in addActorPosition)
{
var pos = a.OccupiesSpace.CenterPosition;
var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
var bin = bins[j * cols + i];
bin.Actors.Add(a);
foreach (var t in bin.ProximityTriggers)
t.Dirty = true;
}
addActorPosition.Clear();
foreach (var t in cellTriggers)
t.Value.Tick(this);
foreach (var t in proximityTriggers)
t.Value.Tick(this);
}
public int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit)
{
var id = nextTriggerId++;
var t = new CellTrigger(id, cells, onEntry, onExit);
cellTriggers.Add(id, t);
foreach (var c in cells)
{
if (!map.Contains(c))
continue;
if (!cellTriggerInfluence.ContainsKey(c))
cellTriggerInfluence.Add(c, new List<CellTrigger>());
cellTriggerInfluence[c].Add(t);
}
return id;
}
public void RemoveCellTrigger(int id)
{
CellTrigger trigger;
if (!cellTriggers.TryGetValue(id, out trigger))
return;
foreach (var c in trigger.Footprint)
{
if (!cellTriggerInfluence.ContainsKey(c))
continue;
cellTriggerInfluence[c].RemoveAll(t => t == trigger);
}
}
public int AddProximityTrigger(WPos pos, WRange range, Action<Actor> onEntry, Action<Actor> onExit)
{
var id = nextTriggerId++;
var t = new ProximityTrigger(id, pos, range, onEntry, onExit);
proximityTriggers.Add(id, t);
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Add(t);
return id;
}
public void RemoveProximityTrigger(int id)
{
ProximityTrigger t;
if (!proximityTriggers.TryGetValue(id, out t))
return;
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Remove(t);
t.Dispose();
}
public void UpdateProximityTrigger(int id, WPos newPos, WRange newRange)
{
ProximityTrigger t;
if (!proximityTriggers.TryGetValue(id, out t))
return;
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Remove(t);
t.Update(newPos, newRange);
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Add(t);
}
public void AddPosition(Actor a, IOccupySpace ios)
{
UpdatePosition(a, ios);
}
public void RemovePosition(Actor a, IOccupySpace ios)
{
removeActorPosition.Add(a);
}
public void UpdatePosition(Actor a, IOccupySpace ios)
{
RemovePosition(a, ios);
addActorPosition.Add(a);
}
IEnumerable<Bin> BinsInBox(WPos a, WPos b)
{
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
for (var j = j1; j <= j2; j++)
for (var i = i1; i <= i2; i++)
yield return bins[j * cols + i];
}
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
{
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
for (var j = j1; j <= j2; j++)
{
for (var i = i1; i <= i2; i++)
{
foreach (var actor in bins[j * cols + i].Actors)
{
if (actor.IsInWorld)
{
var c = actor.CenterPosition;
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
yield return actor;
}
}
}
}
}
public IEnumerable<Actor> ActorsInWorld()
{
return bins.SelectMany(bin => bin.Actors.Where(actor => actor.IsInWorld));
}
}
}