Files
OpenRA/OpenRa.Game/BuildingInfluenceMap.cs

133 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using IjwFramework.Collections;
namespace OpenRa.Game
{
class BuildingInfluenceMap
{
Pair<Actor, float>[,] influence = new Pair<Actor, float>[128, 128];
readonly int maxDistance; /* clip limit for voronoi cells */
static readonly Pair<Actor, float> NoClaim = Pair.New((Actor)null, float.MaxValue);
public BuildingInfluenceMap(World world, int maxDistance)
{
this.maxDistance = maxDistance;
for (int j = 0; j < 128; j++)
for (int i = 0; i < 128; i++)
influence[i, j] = NoClaim;
world.ActorAdded +=
a => { if (a.traits.Contains<Traits.Building>()) AddInfluence(a); };
world.ActorRemoved +=
a => { if (a.traits.Contains<Traits.Building>()) RemoveInfluence(a); };
}
void AddInfluence(Actor a)
{
var tiles = Footprint.UnpathableTiles(a.unitInfo, a.Location).ToArray();
var min = int2.Max(new int2(0, 0),
tiles.Aggregate(int2.Min) - new int2(maxDistance, maxDistance));
var max = int2.Min(new int2(128, 128),
tiles.Aggregate(int2.Max) + new int2(maxDistance, maxDistance));
var pq = new PriorityQueue<Cell>();
var initialTileCount = 0;
foreach (var t in tiles)
if (IsValid(t))
{
pq.Add(new Cell { location = t, distance = 0, actor=a });
++initialTileCount;
}
Log.Write("Recalculating voronoi region for {{ {0} ({1},{2}) }}: {3} initial tiles",
a.unitInfo.Name, a.Location.X, a.Location.Y, initialTileCount);
var updatedCells = 0;
while (!pq.Empty)
{
var c = pq.Pop();
if (influence[c.location.X, c.location.Y].Second <= c.distance)
continue;
influence[c.location.X, c.location.Y].First = c.actor;
influence[c.location.X, c.location.Y].Second = c.distance;
++updatedCells;
if (c.distance + 1 > maxDistance) continue;
foreach (var d in PathFinder.directions)
{
var e = c.location + d;
if (e.X < min.X || e.Y < min.Y || e.X > max.X || e.Y > max.Y)
continue;
pq.Add(new Cell
{
location = e,
distance = c.distance + ((d.X * d.Y != 0) ? 1.414f : 1f),
actor = c.actor
});
}
}
Log.Write("Finished recalculating region. {0} cells updated.", updatedCells);
}
void RemoveInfluence(Actor a)
{
foreach (var t in Footprint.UnpathableTiles(a.unitInfo, a.Location))
if (IsValid(t))
influence[t.X, t.Y] = NoClaim;
/* todo: fix everything that was in this region! doesnt matter yet, since we cant destroy buildings */
}
bool IsValid(int2 t)
{
return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
}
public Actor GetBuildingAt(int2 cell)
{
if (!IsValid(cell) || influence[cell.X, cell.Y].Second != 0)
return null;
return influence[cell.X, cell.Y].First;
}
public Actor GetNearestBuilding(int2 cell)
{
if (!IsValid(cell)) return null;
return influence[cell.X, cell.Y].First;
}
public int GetDistanceToBuilding(int2 cell)
{
if (!IsValid(cell)) return int.MaxValue;
return (int)influence[cell.X, cell.Y].Second;
}
struct Cell : IComparable<Cell>
{
public int2 location;
public float distance;
public Actor actor;
public int CompareTo(Cell other)
{
return distance.CompareTo(other.distance);
}
}
}
}