Files
OpenRA/OpenRA.Game/Traits/World/UnitInfluence.cs
2010-08-14 17:39:49 +12:00

93 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class UnitInfluenceInfo : ITraitInfo
{
public object Create( ActorInitializer init ) { return new UnitInfluence( init.world ); }
}
public class UnitInfluence : ITick
{
List<Actor>[,] influence;
Map map;
public UnitInfluence( World world )
{
map = world.Map;
influence = new List<Actor>[world.Map.MapSize.X, world.Map.MapSize.Y];
for (int i = 0; i < world.Map.MapSize.X; i++)
for (int j = 0; j < world.Map.MapSize.Y; j++)
influence[ i, j ] = new List<Actor>();
world.ActorRemoved += a => Remove( a, a.TraitOrDefault<IOccupySpace>() );
}
public void Tick( Actor self )
{
SanityCheck( self );
}
[Conditional( "SANITY_CHECKS" )]
void SanityCheck( Actor self )
{
for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.Trait<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( var t in self.World.Queries.WithTraitMultiple<IOccupySpace>() )
foreach( var cell in t.Trait.OccupiedCells() )
if (!influence[cell.X, cell.Y].Contains(t.Actor))
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
Actor[] noActors = { };
public IEnumerable<Actor> GetUnitsAt( int2 a )
{
if (!map.IsInMap(a)) return noActors;
return influence[ a.X, a.Y ];
}
public bool AnyUnitsAt(int2 a)
{
return /*map.IsInMap(a) && */influence[a.X, a.Y].Count > 0;
}
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);
}
}
}