Files
OpenRA/OpenRA.Game/WorldUtils.cs

72 lines
2.2 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.Diagnostics;
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 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 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.
// Calling Stopwatch.GetTimestamp is a bit expensive, so we enumerate manually to allow us to call it only
// once per iteration in the normal case.
// See also: RunActivity
var longTickThresholdInStopwatchTicks = PerfTimer.LongTickThresholdInStopwatchTicks;
using (var enumerator = e.GetEnumerator())
{
var start = Stopwatch.GetTimestamp();
while (enumerator.MoveNext())
{
a(enumerator.Current);
var current = Stopwatch.GetTimestamp();
if (current - start > longTickThresholdInStopwatchTicks)
{
PerfTimer.LogLongTick(start, current, text, enumerator.Current);
start = Stopwatch.GetTimestamp();
}
else
start = current;
}
}
}
public static bool AreMutualAllies(Player a, Player b)
{
return a.Stances[b] == Stance.Ally &&
b.Stances[a] == Stance.Ally;
}
}
}