Files
OpenRA/OpenRA.Game/Traits/World/ScreenMap.cs
Pavel Penev 642468ce0c Add MapGrid class
MapGrid is a mod Manifest field which includes (and thus makes redundant) TileSize, TileShape, SubCells info and MaximumTerrainHeight.
2015-09-27 04:14:43 +03:00

140 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Traits
{
public class ScreenMapInfo : ITraitInfo
{
[Desc("Size of partition bins (world pixels)")]
public readonly int BinSize = 250;
public object Create(ActorInitializer init) { return new ScreenMap(init.World, this); }
}
public class ScreenMap : IWorldLoaded
{
static readonly IEnumerable<FrozenActor> NoFrozenActors = new FrozenActor[0];
readonly Func<FrozenActor, bool> frozenActorIsValid = fa => fa.IsValid;
readonly Func<Actor, bool> actorIsInWorld = a => a.IsInWorld;
readonly Cache<Player, SpatiallyPartitioned<FrozenActor>> partitionedFrozenActors;
readonly SpatiallyPartitioned<Actor> partitionedActors;
WorldRenderer worldRenderer;
public ScreenMap(World world, ScreenMapInfo info)
{
var size = world.Map.Grid.TileSize;
var width = world.Map.MapSize.X * size.Width;
var height = world.Map.MapSize.Y * size.Height;
partitionedFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>(
_ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize));
partitionedActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize);
}
public void WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
Rectangle FrozenActorBounds(FrozenActor fa)
{
var pos = worldRenderer.ScreenPxPosition(fa.CenterPosition);
var bounds = fa.Bounds;
bounds.Offset(pos.X, pos.Y);
return bounds;
}
Rectangle ActorBounds(Actor a)
{
var pos = worldRenderer.ScreenPxPosition(a.CenterPosition);
var bounds = a.Bounds;
bounds.Offset(pos.X, pos.Y);
return bounds;
}
public void Add(Player viewer, FrozenActor fa)
{
partitionedFrozenActors[viewer].Add(fa, FrozenActorBounds(fa));
}
public void Remove(Player viewer, FrozenActor fa)
{
partitionedFrozenActors[viewer].Remove(fa);
}
public void Add(Actor a)
{
partitionedActors.Add(a, ActorBounds(a));
}
public void Update(Actor a)
{
partitionedActors.Update(a, ActorBounds(a));
}
public void Remove(Actor a)
{
partitionedActors.Remove(a);
}
public IEnumerable<FrozenActor> FrozenActorsAt(Player viewer, int2 worldPx)
{
if (viewer == null)
return NoFrozenActors;
return partitionedFrozenActors[viewer].At(worldPx).Where(frozenActorIsValid);
}
public IEnumerable<FrozenActor> FrozenActorsAt(Player viewer, MouseInput mi)
{
return FrozenActorsAt(viewer, worldRenderer.Viewport.ViewToWorldPx(mi.Location));
}
public IEnumerable<Actor> ActorsAt(int2 worldPx)
{
return partitionedActors.At(worldPx).Where(actorIsInWorld);
}
public IEnumerable<Actor> ActorsAt(MouseInput mi)
{
return ActorsAt(worldRenderer.Viewport.ViewToWorldPx(mi.Location));
}
static Rectangle RectWithCorners(int2 a, int2 b)
{
return Rectangle.FromLTRB(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y), Math.Max(a.X, b.X), Math.Max(a.Y, b.Y));
}
public IEnumerable<Actor> ActorsInBox(int2 a, int2 b)
{
return ActorsInBox(RectWithCorners(a, b));
}
public IEnumerable<Actor> ActorsInBox(Rectangle r)
{
return partitionedActors.InBox(r).Where(actorIsInWorld);
}
public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, int2 a, int2 b)
{
return FrozenActorsInBox(p, RectWithCorners(a, b));
}
public IEnumerable<FrozenActor> FrozenActorsInBox(Player p, Rectangle r)
{
if (p == null)
return NoFrozenActors;
return partitionedFrozenActors[p].InBox(r).Where(frozenActorIsValid);
}
}
}