Files
OpenRA/OpenRA.Mods.Common/Traits/World/ActorMap.cs
RoosterDragon a1dfb42812 Fix IDE0251
2023-08-11 15:51:53 +02:00

690 lines
19 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class ActorMapInfo : TraitInfo
{
[Desc("Size of partition bins (cells)")]
public readonly int BinSize = 10;
public override object Create(ActorInitializer init) { return new ActorMap(init.World, this); }
}
public class ActorMap : IActorMap, ITick, INotifyCreated
{
sealed class InfluenceNode
{
public InfluenceNode Next;
public SubCell SubCell;
public Actor Actor;
}
sealed class Bin
{
public readonly List<Actor> Actors = new();
public readonly List<ProximityTrigger> ProximityTriggers = new();
}
sealed class CellTrigger
{
public readonly CPos[] Footprint;
public bool Dirty;
readonly Action<Actor> onActorEntered;
readonly Action<Actor> onActorExited;
readonly HashSet<Actor> oldActors = new();
readonly HashSet<Actor> currentActors = new();
public CellTrigger(CPos[] footprint, Action<Actor> onActorEntered, Action<Actor> onActorExited)
{
Footprint = footprint;
this.onActorEntered = onActorEntered;
this.onActorExited = onActorExited;
// Notify any actors that are initially inside the trigger zone
Dirty = true;
}
public void Tick(ActorMap actorMap)
{
if (!Dirty)
return;
// PERF: Reuse collection to avoid allocations.
oldActors.Clear();
oldActors.UnionWith(currentActors);
currentActors.Clear();
currentActors.UnionWith(Footprint.SelectMany(actorMap.GetActorsAt));
if (onActorEntered != null)
foreach (var a in currentActors)
if (!oldActors.Contains(a))
onActorEntered(a);
if (onActorExited != null)
foreach (var a in oldActors)
if (!currentActors.Contains(a))
onActorExited(a);
Dirty = false;
}
}
sealed class ProximityTrigger : IDisposable
{
public WPos TopLeft { get; private set; }
public WPos BottomRight { get; private set; }
public bool Dirty;
readonly Action<Actor> onActorEntered;
readonly Action<Actor> onActorExited;
readonly HashSet<Actor> oldActors = new();
readonly HashSet<Actor> currentActors = new();
WPos position;
WDist range;
WDist vRange;
public ProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onActorEntered, Action<Actor> onActorExited)
{
this.onActorEntered = onActorEntered;
this.onActorExited = onActorExited;
Update(pos, range, vRange);
}
public void Update(WPos newPos, WDist newRange, WDist newVRange)
{
position = newPos;
range = newRange;
vRange = newVRange;
var offset = new WVec(newRange, newRange, newVRange);
TopLeft = newPos - offset;
BottomRight = newPos + offset;
Dirty = true;
}
public void Tick(ActorMap am)
{
if (!Dirty)
return;
// PERF: Reuse collection to avoid allocations.
oldActors.Clear();
oldActors.UnionWith(currentActors);
var delta = new WVec(range, range, WDist.Zero);
currentActors.Clear();
currentActors.UnionWith(
am.ActorsInBox(position - delta, position + delta)
.Where(a => (a.CenterPosition - position).HorizontalLengthSquared < range.LengthSquared
&& (vRange.Length == 0 || (a.World.Map.DistanceAboveTerrain(a.CenterPosition).LengthSquared <= vRange.LengthSquared))));
if (onActorEntered != null)
foreach (var a in currentActors)
if (!oldActors.Contains(a))
onActorEntered(a);
if (onActorExited != null)
foreach (var a in oldActors)
if (!currentActors.Contains(a))
onActorExited(a);
Dirty = false;
}
public void Dispose()
{
if (onActorExited != null)
foreach (var a in currentActors)
onActorExited(a);
}
}
readonly ActorMapInfo info;
readonly Map map;
readonly Dictionary<int, CellTrigger> cellTriggers = new();
readonly Dictionary<CPos, List<CellTrigger>> cellTriggerInfluence = new();
readonly Dictionary<int, ProximityTrigger> proximityTriggers = new();
int nextTriggerId;
CellLayer<InfluenceNode>[] influence;
// Index 0 is kept null as layer 0 is used for the ground layer.
public ICustomMovementLayer[] CustomMovementLayers = new ICustomMovementLayer[] { null };
public event Action<CPos> CellUpdated;
readonly Bin[] bins;
readonly int rows, cols;
// Position updates are done in one pass
// to ensure consistency during a tick
readonly HashSet<Actor> addActorPosition = new();
readonly HashSet<Actor> removeActorPosition = new();
readonly Predicate<Actor> actorShouldBeRemoved;
public WDist LargestActorRadius { get; }
public WDist LargestBlockingActorRadius { get; }
public ActorMap(World world, ActorMapInfo info)
{
this.info = info;
map = world.Map;
influence = new[] { new CellLayer<InfluenceNode>(world.Map) };
cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
bins = new Bin[rows * cols];
for (var row = 0; row < rows; row++)
for (var col = 0; col < cols; col++)
bins[row * cols + col] = new Bin();
// PERF: Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains;
LargestActorRadius = map.Rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
var blockers = map.Rules.Actors.Where(a => a.Value.HasTraitInfo<IBlocksProjectilesInfo>());
LargestBlockingActorRadius = blockers.Any() ? blockers.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius) : WDist.Zero;
}
void INotifyCreated.Created(Actor self)
{
var customMovementLayers = self.TraitsImplementing<ICustomMovementLayer>().ToList();
if (customMovementLayers.Count == 0)
return;
var length = customMovementLayers.Max(cml => cml.Index) + 1;
Array.Resize(ref CustomMovementLayers, length);
Array.Resize(ref influence, length);
foreach (var cml in customMovementLayers)
{
CustomMovementLayers[cml.Index] = cml;
influence[cml.Index] = new CellLayer<InfluenceNode>(self.World.Map);
}
}
struct ActorsAtEnumerator : IEnumerator<Actor>
{
InfluenceNode node;
public ActorsAtEnumerator(InfluenceNode node)
{
this.node = node;
Current = null;
}
public void Reset() { throw new NotSupportedException(); }
public Actor Current { get; private set; }
readonly object IEnumerator.Current => Current;
public readonly void Dispose() { }
public bool MoveNext()
{
while (node != null)
{
Current = node.Actor;
node = node.Next;
return true;
}
return false;
}
}
readonly struct ActorsAtEnumerable : IEnumerable<Actor>
{
readonly InfluenceNode node;
public ActorsAtEnumerable(InfluenceNode node) { this.node = node; }
public IEnumerator<Actor> GetEnumerator() { return new ActorsAtEnumerator(node); }
IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); }
}
public IEnumerable<Actor> GetActorsAt(CPos a)
{
// PERF: Custom enumerator for efficiency - using `yield` is slower.
var uv = a.ToMPos(map);
var layer = influence[a.Layer];
if (!layer.Contains(uv))
return Enumerable.Empty<Actor>();
return new ActorsAtEnumerable(layer[uv]);
}
public IEnumerable<Actor> GetActorsAt(CPos a, SubCell sub)
{
var uv = a.ToMPos(map);
var layer = influence[a.Layer];
if (!layer.Contains(uv))
yield break;
var always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = layer[uv]; i != null; i = i.Next)
if (i.SubCell == sub || i.SubCell == SubCell.FullCell || always)
yield return i.Actor;
}
public bool HasFreeSubCell(CPos cell, bool checkTransient = true)
{
return FreeSubCell(cell, SubCell.Any, checkTransient) != SubCell.Invalid;
}
public SubCell FreeSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true)
{
var uv = cell.ToMPos(map);
var layer = influence[cell.Layer];
if (!layer.Contains(uv))
return preferredSubCell != SubCell.Any ? preferredSubCell : SubCell.First;
var influenceNode = layer[uv];
if (preferredSubCell != SubCell.Any && !AnyActorsAt(influenceNode, cell, preferredSubCell, checkTransient))
return preferredSubCell;
if (influenceNode == null)
return map.Grid.DefaultSubCell;
for (var i = (int)SubCell.First; i < map.Grid.SubCellOffsets.Length; i++)
if (i != (int)preferredSubCell && !AnyActorsAt(influenceNode, cell, (SubCell)i, checkTransient))
return (SubCell)i;
return SubCell.Invalid;
}
public SubCell FreeSubCell(CPos cell, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker)
{
var uv = cell.ToMPos(map);
var layer = influence[cell.Layer];
if (!layer.Contains(uv))
return preferredSubCell != SubCell.Any ? preferredSubCell : SubCell.First;
var influenceNode = layer[uv];
if (preferredSubCell != SubCell.Any && !AnyActorsAt(influenceNode, preferredSubCell, checkIfBlocker))
return preferredSubCell;
if (influenceNode == null)
return map.Grid.DefaultSubCell;
for (var i = (byte)SubCell.First; i < map.Grid.SubCellOffsets.Length; i++)
if (i != (byte)preferredSubCell && !AnyActorsAt(influenceNode, (SubCell)i, checkIfBlocker))
return (SubCell)i;
return SubCell.Invalid;
}
// NOTE: always includes transients with influence
public bool AnyActorsAt(CPos a)
{
var uv = a.ToMPos(map);
var layer = influence[a.Layer];
if (!layer.Contains(uv))
return false;
return layer[uv] != null;
}
// NOTE: pos required to be in map bounds
static bool AnyActorsAt(InfluenceNode influenceNode, CPos a, SubCell sub, bool checkTransient)
{
var always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influenceNode; i != null; i = i.Next)
{
if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
{
if (checkTransient)
return true;
// PERF: Avoid trait lookup
if (i.Actor.OccupiesSpace is not IPositionable pos || !pos.IsLeavingCell(a, i.SubCell))
return true;
}
}
return false;
}
// NOTE: can not check aircraft
public bool AnyActorsAt(CPos a, SubCell sub, bool checkTransient = true)
{
var uv = a.ToMPos(map);
var layer = influence[a.Layer];
if (!layer.Contains(uv))
return false;
return AnyActorsAt(layer[uv], a, sub, checkTransient);
}
// NOTE: can not check aircraft
static bool AnyActorsAt(InfluenceNode influenceNode, SubCell sub, Func<Actor, bool> withCondition)
{
var always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influenceNode; i != null; i = i.Next)
if ((always || i.SubCell == sub || i.SubCell == SubCell.FullCell) && withCondition(i.Actor))
return true;
return false;
}
// NOTE: can not check aircraft
public bool AnyActorsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition)
{
var uv = a.ToMPos(map);
var layer = influence[a.Layer];
if (!layer.Contains(uv))
return false;
return AnyActorsAt(layer[uv], sub, withCondition);
}
public IEnumerable<Actor> AllActors()
{
foreach (var layer in influence)
{
if (layer == null)
continue;
foreach (var node in layer)
for (var i = node; i != null; i = i.Next)
yield return i.Actor;
}
}
public void AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
{
var uv = c.Cell.ToMPos(map);
var layer = influence[c.Cell.Layer];
if (!layer.Contains(uv))
continue;
layer[uv] = new InfluenceNode { Next = layer[uv], SubCell = c.SubCell, Actor = self };
if (cellTriggerInfluence.TryGetValue(c.Cell, out var triggers))
foreach (var t in triggers)
t.Dirty = true;
CellUpdated?.Invoke(c.Cell);
}
}
public void RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
{
var uv = c.Cell.ToMPos(map);
var layer = influence[c.Cell.Layer];
if (!layer.Contains(uv))
continue;
var temp = layer[uv];
RemoveInfluenceInner(ref temp, self);
layer[uv] = temp;
if (cellTriggerInfluence.TryGetValue(c.Cell, out var triggers))
foreach (var t in triggers)
t.Dirty = true;
CellUpdated?.Invoke(c.Cell);
}
}
static void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
RemoveInfluenceInner(ref influenceNode.Next, toRemove);
if (influenceNode.Actor == toRemove)
influenceNode = influenceNode.Next;
}
public void UpdateOccupiedCells(IOccupySpace ios)
{
if (CellUpdated == null)
return;
foreach (var c in ios.OccupiedCells())
CellUpdated(c.Cell);
}
void ITick.Tick(Actor self)
{
// Position updates are done in one pass
// to ensure consistency during a tick
if (removeActorPosition.Count > 0)
{
foreach (var bin in bins)
{
var removed = bin.Actors.RemoveAll(actorShouldBeRemoved);
if (removed > 0)
foreach (var t in bin.ProximityTriggers)
t.Dirty = true;
}
removeActorPosition.Clear();
}
foreach (var a in addActorPosition)
{
var pos = a.CenterPosition;
var col = WorldCoordToBinIndex(pos.X).Clamp(0, cols - 1);
var row = WorldCoordToBinIndex(pos.Y).Clamp(0, rows - 1);
var bin = BinAt(row, col);
bin.Actors.Add(a);
foreach (var t in bin.ProximityTriggers)
t.Dirty = true;
}
addActorPosition.Clear();
foreach (var t in cellTriggers)
t.Value.Tick(this);
foreach (var t in proximityTriggers)
t.Value.Tick(this);
}
public int AddCellTrigger(CPos[] cells, Action<Actor> onEntry, Action<Actor> onExit)
{
var id = nextTriggerId++;
var t = new CellTrigger(cells, onEntry, onExit);
cellTriggers.Add(id, t);
var layer = influence[0];
foreach (var c in cells)
{
if (!layer.Contains(c))
continue;
if (!cellTriggerInfluence.ContainsKey(c))
cellTriggerInfluence.Add(c, new List<CellTrigger>());
cellTriggerInfluence[c].Add(t);
}
return id;
}
public IEnumerable<CPos> TriggerPositions()
{
return cellTriggerInfluence.Keys;
}
public void RemoveCellTrigger(int id)
{
if (!cellTriggers.TryGetValue(id, out var trigger))
return;
foreach (var c in trigger.Footprint)
{
if (!cellTriggerInfluence.ContainsKey(c))
continue;
cellTriggerInfluence[c].RemoveAll(t => t == trigger);
}
}
public int AddProximityTrigger(WPos pos, WDist range, WDist vRange, Action<Actor> onEntry, Action<Actor> onExit)
{
var id = nextTriggerId++;
var t = new ProximityTrigger(pos, range, vRange, onEntry, onExit);
proximityTriggers.Add(id, t);
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Add(t);
return id;
}
public void RemoveProximityTrigger(int id)
{
if (!proximityTriggers.TryGetValue(id, out var t))
return;
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Remove(t);
t.Dispose();
}
public void UpdateProximityTrigger(int id, WPos newPos, WDist newRange, WDist newVRange)
{
if (!proximityTriggers.TryGetValue(id, out var t))
return;
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Remove(t);
t.Update(newPos, newRange, newVRange);
foreach (var bin in BinsInBox(t.TopLeft, t.BottomRight))
bin.ProximityTriggers.Add(t);
}
public void AddPosition(Actor a, IOccupySpace ios)
{
addActorPosition.Add(a);
}
public void RemovePosition(Actor a, IOccupySpace ios)
{
removeActorPosition.Add(a);
}
public void UpdatePosition(Actor a, IOccupySpace ios)
{
RemovePosition(a, ios);
AddPosition(a, ios);
}
int CellCoordToBinIndex(int cell)
{
return cell / info.BinSize;
}
int WorldCoordToBinIndex(int world)
{
return CellCoordToBinIndex(world / 1024);
}
Rectangle BinRectangleCoveringWorldArea(int worldLeft, int worldTop, int worldRight, int worldBottom)
{
var minCol = WorldCoordToBinIndex(worldLeft).Clamp(0, cols - 1);
var minRow = WorldCoordToBinIndex(worldTop).Clamp(0, rows - 1);
var maxCol = WorldCoordToBinIndex(worldRight).Clamp(0, cols - 1);
var maxRow = WorldCoordToBinIndex(worldBottom).Clamp(0, rows - 1);
return Rectangle.FromLTRB(minCol, minRow, maxCol, maxRow);
}
Bin BinAt(int binRow, int binCol)
{
return bins[binRow * cols + binCol];
}
IEnumerable<Bin> BinsInBox(WPos a, WPos b)
{
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
var minCol = region.Left;
var minRow = region.Top;
var maxCol = region.Right;
var maxRow = region.Bottom;
for (var row = minRow; row <= maxRow; row++)
for (var col = minCol; col <= maxCol; col++)
yield return BinAt(row, col);
}
public IEnumerable<Actor> ActorsInBox(WPos a, WPos b)
{
// PERF: Inline BinsInBox here to avoid allocations as this method is called often.
var left = Math.Min(a.X, b.X);
var top = Math.Min(a.Y, b.Y);
var right = Math.Max(a.X, b.X);
var bottom = Math.Max(a.Y, b.Y);
var region = BinRectangleCoveringWorldArea(left, top, right, bottom);
var minCol = region.Left;
var minRow = region.Top;
var maxCol = region.Right;
var maxRow = region.Bottom;
for (var row = minRow; row <= maxRow; row++)
{
for (var col = minCol; col <= maxCol; col++)
{
foreach (var actor in BinAt(row, col).Actors)
{
if (actor.IsInWorld)
{
var c = actor.CenterPosition;
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
yield return actor;
}
}
}
}
}
}
public static class ActorMapWorldExts
{
/// <summary>
/// Returns an array of custom movement layers.
/// The <see cref="ICustomMovementLayer.Index"/> of a layer is used to index into this array.
/// This array may contain null entries for layers which are not present in the world.
/// This array is guaranteed to have a length of at least one. Index 0 is always null.
/// Index 0 is kept null as layer 0 is used for the ground layer, consumers can combine
/// the ground layer and custom layers into a single array for easy indexing.
/// </summary>
public static ICustomMovementLayer[] GetCustomMovementLayers(this World world)
{
return ((ActorMap)world.ActorMap).CustomMovementLayers;
}
}
}