Files
OpenRA/OpenRA.Game/ActorMap.cs

123 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA
{
public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
public class ActorMap
{
class InfluenceNode
{
public InfluenceNode next;
public SubCell subCell;
public Actor actor;
}
InfluenceNode[,] influence;
Map map;
public ActorMap( World world )
{
map = world.Map;
influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
world.ActorAdded += a => Add( a, a.OccupiesSpace );
world.ActorRemoved += a => Remove( a, a.OccupiesSpace );
}
public IEnumerable<Actor> GetUnitsAt(CPos a)
{
if (!map.IsInMap(a)) yield break;
for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
if (!i.actor.Destroyed)
yield return i.actor;
}
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
{
if (!map.IsInMap(a)) yield break;
for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
yield return i.actor;
}
public bool HasFreeSubCell(CPos a)
{
if (!AnyUnitsAt(a))
return true;
return new[]{ SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
SubCell.BottomLeft, SubCell.BottomRight }.Any(b => !AnyUnitsAt(a,b));
}
public SubCell? FreeSubCell(CPos a)
{
if (!HasFreeSubCell(a))
return null;
return new[]{ SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
SubCell.BottomLeft, SubCell.BottomRight }.First(b => !AnyUnitsAt(a,b));
}
public bool AnyUnitsAt(CPos a)
{
return influence[ a.X, a.Y ] != null;
}
public bool AnyUnitsAt(CPos a, SubCell sub)
{
for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
if (i.subCell == sub || i.subCell == SubCell.FullCell)
return true;
return false;
}
public void Add( Actor self, IOccupySpace unit )
{
if (unit != null)
foreach( var c in unit.OccupiedCells() )
influence[ c.First.X, c.First.Y ] = new InfluenceNode { next = influence[ c.First.X, c.First.Y ], subCell = c.Second, actor = self };
}
public void Remove( Actor self, IOccupySpace unit )
{
if (unit != null)
foreach (var c in unit.OccupiedCells())
RemoveInner( ref influence[ c.First.X, c.First.Y ], self );
}
void RemoveInner( ref InfluenceNode influenceNode, Actor toRemove )
{
if( influenceNode == null )
return;
else if( influenceNode.actor == toRemove )
influenceNode = influenceNode.next;
if (influenceNode != null)
RemoveInner( ref influenceNode.next, toRemove );
}
public void Update(Actor self, IOccupySpace unit)
{
Remove(self, unit);
if (!self.IsDead()) Add(self, unit);
}
}
}