Files
OpenRA/OpenRa.Game/UnitInfluenceMap.cs
2010-01-17 09:30:53 +13:00

91 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRa.Traits;
namespace OpenRa
{
public class UnitInfluenceMap
{
List<Actor>[,] influence = new List<Actor>[128, 128];
readonly int2 searchDistance = new int2(2,2);
public UnitInfluenceMap()
{
for (int i = 0; i < 128; i++)
for (int j = 0; j < 128; j++)
influence[ i, j ] = new List<Actor>();
Game.world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
}
public void Tick()
{
// Does this belong here? NO, but it's your mess.
// Get the crushable actors
foreach (var a in Game.world.Actors.Where(b => b.traits.Contains<ICrushable>()))
{
// Are there any units in the same cell that can crush this?
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
{
// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
// If there is more than one, do action on the first crusher
var crusher = GetUnitsAt(cell).Where(b => a != b && Game.IsActorCrushableByActor(a, b)).FirstOrDefault();
if (crusher != null)
{
Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
// Apply the crush action
foreach (var crush in a.traits.WithInterface<ICrushable>())
crush.OnCrush(crusher);
}
}
}
SanityCheck();
}
[Conditional( "SANITY_CHECKS" )]
void SanityCheck()
{
for( int y = 0 ; y < 128 ; y++ )
for( int x = 0 ; x < 128 ; x++ )
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( Actor a in Game.world.Actors )
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
if (!influence[cell.X, cell.Y].Contains(a))
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
public IEnumerable<Actor> GetUnitsAt( int2 a )
{
return influence[ a.X, a.Y ];
}
public void Add( Actor self, IOccupySpace unit )
{
foreach( var c in unit.OccupiedCells() )
influence[c.X, c.Y].Add(self);
}
public void Remove( Actor self, IOccupySpace unit )
{
if (unit != null)
foreach (var c in unit.OccupiedCells())
influence[c.X, c.Y].Remove(self);
}
public void Update(Actor self, IOccupySpace unit)
{
Remove(self, unit);
if (!self.IsDead) Add(self, unit);
}
}
}