Files
OpenRA/OpenRA.Game/WorldUtils.cs
2022-05-28 00:35:10 -05:00

82 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
public static class WorldUtils
{
public static Actor ClosestTo(this IEnumerable<Actor> actors, Actor a)
{
return actors.ClosestTo(a.CenterPosition);
}
public static Actor ClosestTo(this IEnumerable<Actor> actors, WPos pos)
{
return actors.MinByOrDefault(a => (a.CenterPosition - pos).LengthSquared);
}
public static WPos PositionClosestTo(this IEnumerable<WPos> positions, WPos pos)
{
return positions.MinByOrDefault(p => (p - pos).LengthSquared);
}
public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WDist r)
{
// Target ranges are calculated in 2D, so ignore height differences
var vec = new WVec(r, r, WDist.Zero);
return world.ActorMap.ActorsInBox(origin - vec, origin + vec).Where(
a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared);
}
public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null)
{
if (!world.RulesContainTemporaryBlocker)
return false;
var temporaryBlockers = world.ActorMap.GetActorsAt(cell);
foreach (var temporaryBlocker in temporaryBlockers)
{
if (temporaryBlocker == ignoreActor)
continue;
var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing<ITemporaryBlocker>();
foreach (var temporaryBlockerTrait in temporaryBlockerTraits)
if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell))
return true;
}
return false;
}
public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
{
// PERF: This is a hot path and must run with minimal added overhead, so we enumerate manually
// to allow us to call PerfTickLogger only once per iteration in the normal case.
var perfLogger = new PerfTickLogger();
using (var enumerator = e.GetEnumerator())
{
perfLogger.Start();
while (enumerator.MoveNext())
{
a(enumerator.Current);
perfLogger.LogTickAndRestartTimer(text, enumerator.Current);
}
}
}
}
}