Files
OpenRA/OpenRA.Game/Traits/World/ActorMap.cs
2013-09-27 15:36:51 +12:00

119 lines
2.9 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.Traits
{
public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
class ActorMapInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new ActorMap(init.world); }
}
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];
}
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 AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.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 RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self);
}
void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
else if (influenceNode.actor == toRemove)
influenceNode = influenceNode.next;
if (influenceNode != null)
RemoveInfluenceInner(ref influenceNode.next, toRemove);
}
}
}