Files
OpenRA/OpenRA.Game/Traits/World/AircraftInfluence.cs
Paul Chote 7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00

98 lines
2.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class AircraftInfluenceInfo : ITraitInfo
{
public object Create( ActorInitializer init ) { return new AircraftInfluence( init.world ); }
}
public class AircraftInfluence : ITick
{
List<Actor>[,] influence;
Map map;
public AircraftInfluence( World world )
{
map = world.Map;
influence = new List<Actor>[world.Map.MapSize.X, world.Map.MapSize.Y];
for (int i = 0; i < world.Map.MapSize.X; i++)
for (int j = 0; j < world.Map.MapSize.Y; j++)
influence[ i, j ] = new List<Actor>();
world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupyAir>() );
}
public void Tick( Actor self )
{
SanityCheck( self );
}
[Conditional( "SANITY_CHECKS" )]
void SanityCheck( Actor self )
{
for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.traits.Get<IOccupyAir>().OccupiedAirCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "AIM: Sanity check failed A" );
foreach( var t in self.World.Queries.WithTraitMultiple<IOccupyAir>() )
foreach( var cell in t.Trait.OccupiedAirCells() )
if (!influence[cell.X, cell.Y].Contains(t.Actor))
throw new InvalidOperationException( "AIM: Sanity check failed B" );
}
Actor[] noActors = { };
public IEnumerable<Actor> GetUnitsAt( int2 a )
{
if (!map.IsInMap(a)) return noActors;
return influence[ a.X, a.Y ];
}
public void Add( Actor self, IOccupyAir unit )
{
foreach( var c in unit.OccupiedAirCells() )
influence[c.X, c.Y].Add(self);
}
public void Remove( Actor self, IOccupyAir unit )
{
if (unit != null)
foreach (var c in unit.OccupiedAirCells())
influence[c.X, c.Y].Remove(self);
}
public void Update(Actor self, IOccupyAir unit)
{
Remove(self, unit);
if (!self.IsDead) Add(self, unit);
}
}
}