246 lines
8.9 KiB
C#
Executable File
246 lines
8.9 KiB
C#
Executable File
#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.Drawing;
|
|
using System.Linq;
|
|
using OpenRA.FileFormats;
|
|
using OpenRA.GameRules;
|
|
using OpenRA.Traits;
|
|
using OpenRA.Support;
|
|
|
|
namespace OpenRA
|
|
{
|
|
public static class WorldUtils
|
|
{
|
|
public static bool IsPathableCell(this World world, int2 a, UnitMovementType umt)
|
|
{
|
|
if (world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(a) != null) return false;
|
|
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a).Any()) return false;
|
|
|
|
return world.Map.IsInMap(a.X, a.Y) &&
|
|
Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])]
|
|
.GetCost(umt) < float.PositiveInfinity;
|
|
}
|
|
|
|
public static bool IsCellBuildable(this World world, int2 a, bool waterBound)
|
|
{
|
|
return world.IsCellBuildable(a, waterBound, null);
|
|
}
|
|
|
|
public static bool IsCellBuildable(this World world, int2 a, bool waterBound, Actor toIgnore)
|
|
{
|
|
if (world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(a) != null) return false;
|
|
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a).Any(b => b != toIgnore)) return false;
|
|
|
|
if (waterBound)
|
|
return world.Map.IsInMap(a.X,a.Y) && GetTerrainType(world,a) == TerrainType.Water;
|
|
|
|
return world.Map.IsInMap(a.X, a.Y) &&
|
|
Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])]
|
|
.Buildable;
|
|
}
|
|
|
|
public static bool IsActorCrushableByActor(this World world, Actor a, Actor b)
|
|
{
|
|
var movement = b.traits.GetOrDefault<IMovement>();
|
|
return movement != null && world.IsActorCrushableByMovementType(a, movement.GetMovementType());
|
|
}
|
|
|
|
public static bool IsActorPathableToCrush(this World world, Actor a, UnitMovementType umt)
|
|
{
|
|
return a != null &&
|
|
a.traits.WithInterface<ICrushable>()
|
|
.Any(c => c.IsPathableCrush(umt, a.Owner));
|
|
}
|
|
|
|
public static bool IsActorCrushableByMovementType(this World world, Actor a, UnitMovementType umt)
|
|
{
|
|
return a != null &&
|
|
a.traits.WithInterface<ICrushable>()
|
|
.Any(c => c.IsCrushableBy(umt, a.Owner));
|
|
}
|
|
|
|
public static IEnumerable<Actor> FindUnitsAtMouse(this World world, int2 mouseLocation)
|
|
{
|
|
var loc = mouseLocation + Game.viewport.Location;
|
|
return FindUnits(world, loc, loc).Where(a => a.IsVisible());
|
|
}
|
|
|
|
public static IEnumerable<Actor> FindUnits(this World world, float2 a, float2 b)
|
|
{
|
|
var u = float2.Min(a, b).ToInt2();
|
|
var v = float2.Max(a, b).ToInt2();
|
|
return world.WorldActor.traits.Get<SpatialBins>().ActorsInBox(u,v);
|
|
}
|
|
|
|
public static IEnumerable<Actor> FindUnitsInCircle(this World world, float2 a, float r)
|
|
{
|
|
using (new PerfSample("FindUnitsInCircle"))
|
|
{
|
|
var min = a - new float2(r, r);
|
|
var max = a + new float2(r, r);
|
|
|
|
var actors = world.FindUnits(min, max);
|
|
|
|
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
|
|
|
|
var inBox = actors.Where(x => x.GetBounds(false).IntersectsWith(rect));
|
|
|
|
return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
|
|
}
|
|
}
|
|
|
|
public static IEnumerable<int2> FindTilesInCircle(this World world, int2 a, int r)
|
|
{
|
|
var min = a - new int2(r, r);
|
|
var max = a + new int2(r, r);
|
|
if (min.X < world.Map.XOffset) min.X = world.Map.XOffset;
|
|
if (min.Y < world.Map.YOffset) min.Y = world.Map.YOffset;
|
|
if (max.X > world.Map.XOffset + world.Map.Width - 1) max.X = world.Map.XOffset + world.Map.Width - 1;
|
|
if (max.Y > world.Map.YOffset + world.Map.Height - 1) max.Y = world.Map.YOffset + world.Map.Height - 1;
|
|
|
|
for (var j = min.Y; j <= max.Y; j++)
|
|
for (var i = min.X; i <= max.X; i++)
|
|
if (r * r >= (new int2(i, j) - a).LengthSquared)
|
|
yield return new int2(i, j);
|
|
}
|
|
|
|
public static IEnumerable<Actor> SelectActorsInBox(this World world, float2 a, float2 b)
|
|
{
|
|
return world.FindUnits(a, b)
|
|
.Where( x => x.traits.Contains<Selectable>() && x.IsVisible() )
|
|
.GroupBy(x => (x.Owner == world.LocalPlayer) ? x.Info.Traits.Get<SelectableInfo>().Priority : 0)
|
|
.OrderByDescending(g => g.Key)
|
|
.Select( g => g.AsEnumerable() )
|
|
.DefaultIfEmpty( new Actor[] {} )
|
|
.FirstOrDefault();
|
|
}
|
|
|
|
public static TerrainType GetTerrainType(this World world, int2 cell)
|
|
{
|
|
return (TerrainType)world.TileSet.GetTerrainType(world.Map.MapTiles[cell.X, cell.Y]);
|
|
}
|
|
|
|
public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
|
|
{
|
|
var res = world.WorldActor.traits.Get<ResourceLayer>();
|
|
return Footprint.Tiles(name, building, topLeft).All(
|
|
t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
|
|
world.IsCellBuildable(t, building.WaterBound, toIgnore));
|
|
}
|
|
|
|
public static bool IsVisible(this Actor a) /* must never be relied on in synced code! */
|
|
{
|
|
if (a.World.LocalPlayer != null && a.World.LocalPlayer.Shroud.Disabled)
|
|
return true;
|
|
|
|
var shroud = a.World.WorldActor.traits.Get<Shroud>();
|
|
if (!Shroud.GetVisOrigins(a).Any(o => shroud.exploredCells[o.X, o.Y])) // covered by shroud
|
|
return false;
|
|
|
|
var huf = a.traits.GetOrDefault<HiddenUnderFog>(); // hidden under fog
|
|
if (huf != null && !huf.IsVisible(a))
|
|
return false;
|
|
|
|
var cloak = a.traits.GetOrDefault<Cloak>();
|
|
if (cloak != null && cloak.Cloaked && a.Owner != a.World.LocalPlayer)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 topLeft)
|
|
{
|
|
var buildingMaxBounds = bi.Dimensions;
|
|
if( Rules.Info[ buildingName ].Traits.Contains<BibInfo>() )
|
|
buildingMaxBounds.Y += 1;
|
|
|
|
var scanStart = world.ClampToWorld( topLeft - new int2( bi.Adjacent, bi.Adjacent ) );
|
|
var scanEnd = world.ClampToWorld( topLeft + buildingMaxBounds + new int2( bi.Adjacent, bi.Adjacent ) );
|
|
|
|
var nearnessCandidates = new List<int2>();
|
|
|
|
for( int y = scanStart.Y ; y < scanEnd.Y ; y++ )
|
|
{
|
|
for( int x = scanStart.X ; x < scanEnd.X ; x++ )
|
|
{
|
|
var at = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt( new int2( x, y ) );
|
|
if( at != null && at.Owner.Stances[ p ] == Stance.Ally && at.Info.Traits.Get<BuildingInfo>().BaseNormal )
|
|
nearnessCandidates.Add( new int2( x, y ) );
|
|
}
|
|
}
|
|
var buildingTiles = Footprint.Tiles( buildingName, bi, topLeft ).ToList();
|
|
return nearnessCandidates
|
|
.Any( a => buildingTiles
|
|
.Any( b => Math.Abs( a.X - b.X ) <= bi.Adjacent
|
|
&& Math.Abs( a.Y - b.Y ) <= bi.Adjacent ) );
|
|
}
|
|
|
|
static int2 ClampToWorld( this World world, int2 xy )
|
|
{
|
|
return int2.Min(world.Map.BottomRight, int2.Max(world.Map.TopLeft, xy));
|
|
}
|
|
|
|
public static int2 ChooseRandomEdgeCell(this World w)
|
|
{
|
|
var isX = w.SharedRandom.Next(2) == 0;
|
|
var edge = w.SharedRandom.Next(2) == 0;
|
|
|
|
return new int2(
|
|
isX ? w.SharedRandom.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width)
|
|
: (edge ? w.Map.XOffset : w.Map.XOffset + w.Map.Width),
|
|
!isX ? w.SharedRandom.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height)
|
|
: (edge ? w.Map.YOffset : w.Map.YOffset + w.Map.Height));
|
|
}
|
|
|
|
public static int2 ChooseRandomCell(this World w, Thirdparty.Random r)
|
|
{
|
|
return new int2(
|
|
r.Next(w.Map.XOffset, w.Map.XOffset + w.Map.Width),
|
|
r.Next(w.Map.YOffset, w.Map.YOffset + w.Map.Height));
|
|
}
|
|
|
|
public static IEnumerable<CountryInfo> GetCountries(this World w)
|
|
{
|
|
return w.WorldActor.Info.Traits.WithInterface<CountryInfo>();
|
|
}
|
|
|
|
public static float Gauss1D(this Thirdparty.Random r, int samples)
|
|
{
|
|
return Graphics.Util.MakeArray(samples, _ => (float)r.NextDouble() * 2 - 1f)
|
|
.Sum() / samples;
|
|
}
|
|
|
|
// Returns a random offset in the range [-1..1,-1..1] with a separable
|
|
// Gauss distribution with 'samples' values taken for each axis
|
|
public static float2 Gauss2D(this Thirdparty.Random r, int samples)
|
|
{
|
|
return new float2(Gauss1D(r, samples), Gauss1D(r, samples));
|
|
}
|
|
|
|
public static List<PlayerColorPaletteInfo> PlayerColors(this World world)
|
|
{
|
|
return world.WorldActor.Info.Traits.WithInterface<PlayerColorPaletteInfo>().ToList();
|
|
}
|
|
}
|
|
}
|