Files
OpenRA/OpenRA.Mods.RA/World/DomainIndex.cs
Andrew Aldridge ba885907ba Use MobileInfo.GetMovementClass for domain indexing, clearing path for caching and smarter behavior
* Move DomainIndex from being a manual hard-coded hook in World to an IWorldLoaded trait.
2013-07-12 09:40:55 -04:00

147 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.Mods.RA.Move;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA.Mods.RA
{
// Identify untraversable regions of the map for faster pathfinding, especially with AI
class DomainIndexInfo : TraitInfo<DomainIndex> {}
public class DomainIndex : IWorldLoaded
{
Dictionary<uint, MovementClassDomainIndex> domains;
public void WorldLoaded(World world)
{
domains = new Dictionary<uint, MovementClassDomainIndex>();
var movementClasses = new HashSet<uint>(
Rules.Info.Where(ai => ai.Value.Traits.Contains<MobileInfo>())
.Select(ai => (uint)ai.Value.Traits.Get<MobileInfo>().GetMovementClass(world.TileSet)));
foreach(var mc in movementClasses) domains[mc] = new MovementClassDomainIndex(world, mc);
}
public bool IsPassable(CPos p1, CPos p2, uint movementClass)
{
return domains[movementClass].IsPassable(p1, p2);
}
}
class MovementClassDomainIndex
{
Rectangle bounds;
uint movementClass;
int[,] domains;
public MovementClassDomainIndex(World world, uint movementClass)
{
this.movementClass = movementClass;
bounds = world.Map.Bounds;
domains = new int[(bounds.Width + bounds.X), (bounds.Height + bounds.Y)];
BuildDomains(world);
}
public int GetDomainOf(CPos p)
{
return domains[p.X, p.Y];
}
public bool IsPassable(CPos p1, CPos p2)
{
return domains[p1.X, p1.Y] == domains[p2.X, p2.Y];
}
public void SetDomain(CPos p, int domain)
{
domains[p.X, p.Y] = domain;
}
void BuildDomains(World world)
{
Map map = world.Map;
int i = 1;
var unassigned = new HashSet<CPos>();
// Fill up our set of yet-unassigned map cells
for (int x = map.Bounds.Left; x < bounds.Right; x += 1)
{
for (int y = bounds.Top; y < bounds.Bottom; y += 1)
{
unassigned.Add(new CPos(x, y));
}
}
while (unassigned.Count != 0)
{
var start = unassigned.First();
unassigned.Remove(start);
// Wander around looking for water transitions
string currentTileType = WorldUtils.GetTerrainType(world, start);
int terrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == currentTileType);
bool currentPassable = (movementClass & (1 << terrainOffset)) > 0;
var toProcess = new Queue<CPos>();
var seen = new HashSet<CPos>();
toProcess.Enqueue(start);
do
{
CPos p = toProcess.Dequeue();
if (seen.Contains(p)) continue;
seen.Add(p);
string candidateTileType = WorldUtils.GetTerrainType(world, p);
int candidateTerrainOffset = world.TileSet.Terrain.OrderBy(t => t.Key).ToList().FindIndex(x => x.Key == candidateTileType);
bool candidatePassable = (movementClass & (1 << candidateTerrainOffset)) > 0;
// Check if we're still in one contiguous domain
if (currentPassable == candidatePassable)
{
SetDomain(p, i);
unassigned.Remove(p);
// Visit our neighbors, if we haven't already
foreach (var d in CVec.directions)
{
CPos nextPos = p + d;
if (nextPos.X >= map.Bounds.Left && nextPos.Y >= map.Bounds.Top &&
nextPos.X < map.Bounds.Right && nextPos.Y < map.Bounds.Bottom)
{
if (!seen.Contains(nextPos)) toProcess.Enqueue(nextPos);
}
}
}
} while (toProcess.Count != 0);
i += 1;
}
Log.Write("debug", "{0}: Found {1} domains", map.Title, i-1);
}
}
}