Files
OpenRA/OpenRA.Game/Traits/World/ActorMap.cs
atlimit8 8ad1140921 Reduce ICrushable trait lookup & drop -SubCell suffix.
Replace `a.HasTrait<ICrushable>()` with a.TraitsImplementing<ICrushable>().Any() or equivalent.
2014-08-30 04:43:57 -05:00

252 lines
6.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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.Linq;
namespace OpenRA.Traits
{
public enum SubCell { Invalid = int.MinValue, Any = int.MinValue / 2, FullCell = 0, First = 1 }
public class ActorMapInfo : ITraitInfo
{
[Desc("Size of partition bins (cells)")]
public readonly int BinSize = 10;
public object Create(ActorInitializer init) { return new ActorMap(init.world, this); }
}
public class ActorMap : ITick
{
class InfluenceNode
{
public InfluenceNode Next;
public SubCell SubCell;
public Actor Actor;
}
readonly ActorMapInfo info;
readonly Map map;
readonly CellLayer<InfluenceNode> influence;
readonly List<Actor>[] actors;
readonly int rows, cols;
// Position updates are done in one pass
// to ensure consistency during a tick
readonly HashSet<Actor> addActorPosition = new HashSet<Actor>();
readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
readonly Predicate<Actor> actorShouldBeRemoved;
public ActorMap(World world, ActorMapInfo info)
{
this.info = info;
map = world.Map;
influence = new CellLayer<InfluenceNode>(world.Map);
cols = world.Map.MapSize.X / info.BinSize + 1;
rows = world.Map.MapSize.Y / info.BinSize + 1;
actors = new List<Actor>[rows * cols];
for (var j = 0; j < rows; j++)
for (var i = 0; i < cols; i++)
actors[j * cols + i] = new List<Actor>();
// Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains;
}
public IEnumerable<Actor> GetUnitsAt(CPos a)
{
if (!map.Contains(a))
yield break;
for (var i = influence[a]; i != null; i = i.Next)
if (!i.Actor.Destroyed)
yield return i.Actor;
}
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
{
if (!map.Contains(a))
yield break;
for (var i = influence[a]; 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, bool checkTransient = true)
{
return FreeSubCell(a, SubCell.Any, checkTransient) != SubCell.Invalid;
}
public SubCell FreeSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, bool checkTransient = true)
{
if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkTransient))
return preferredSubCell;
if (!AnyUnitsAt(a))
return map.DefaultSubCell;
for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkTransient))
return (SubCell)i;
return SubCell.Invalid;
}
public SubCell FreeSubCell(CPos a, SubCell preferredSubCell, Func<Actor, bool> checkIfBlocker)
{
if (preferredSubCell > SubCell.Any && !AnyUnitsAt(a, preferredSubCell, checkIfBlocker))
return preferredSubCell;
if (!AnyUnitsAt(a))
return map.DefaultSubCell;
for (var i = (int)SubCell.First; i < map.SubCellOffsets.Length; i++)
if (i != (int)preferredSubCell && !AnyUnitsAt(a, (SubCell)i, checkIfBlocker))
return (SubCell)i;
return SubCell.Invalid;
}
// NOTE: always includes transients with influence
public bool AnyUnitsAt(CPos a)
{
return influence[a] != null;
}
// NOTE: can not check aircraft
public bool AnyUnitsAt(CPos a, SubCell sub, bool checkTransient = true)
{
bool always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influence[a]; i != null; i = i.Next)
if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
{
if (checkTransient)
return true;
var pos = i.Actor.TraitOrDefault<IPositionable>();
if (pos == null || !pos.IsLeavingCell(a, i.SubCell))
return true;
}
return false;
}
// NOTE: can not check aircraft
public bool AnyUnitsAt(CPos a, SubCell sub, Func<Actor, bool> withCondition)
{
bool always = sub == SubCell.FullCell || sub == SubCell.Any;
for (var i = influence[a]; i != null; i = i.Next)
if (always || i.SubCell == sub || i.SubCell == SubCell.FullCell)
if (withCondition(i.Actor))
return true;
return false;
}
public void AddInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
influence[c.First] = new InfluenceNode { Next = influence[c.First], SubCell = c.Second, Actor = self };
}
public void RemoveInfluence(Actor self, IOccupySpace ios)
{
foreach (var c in ios.OccupiedCells())
{
var temp = influence[c.First];
RemoveInfluenceInner(ref temp, self);
influence[c.First] = temp;
}
}
void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return;
if (influenceNode.Actor == toRemove)
influenceNode = influenceNode.Next;
if (influenceNode != null)
RemoveInfluenceInner(ref influenceNode.Next, toRemove);
}
public void Tick(Actor self)
{
// Position updates are done in one pass
// to ensure consistency during a tick
foreach (var bin in actors)
bin.RemoveAll(actorShouldBeRemoved);
removeActorPosition.Clear();
foreach (var a in addActorPosition)
{
var pos = a.OccupiesSpace.CenterPosition;
var i = (pos.X / info.BinSize).Clamp(0, cols - 1);
var j = (pos.Y / info.BinSize).Clamp(0, rows - 1);
actors[j * cols + i].Add(a);
}
addActorPosition.Clear();
}
public void AddPosition(Actor a, IOccupySpace ios)
{
UpdatePosition(a, ios);
}
public void RemovePosition(Actor a, IOccupySpace ios)
{
removeActorPosition.Add(a);
}
public void UpdatePosition(Actor a, IOccupySpace ios)
{
RemovePosition(a, ios);
addActorPosition.Add(a);
}
public IEnumerable<Actor> ActorsInBox(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 i1 = (left / info.BinSize).Clamp(0, cols - 1);
var i2 = (right / info.BinSize).Clamp(0, cols - 1);
var j1 = (top / info.BinSize).Clamp(0, rows - 1);
var j2 = (bottom / info.BinSize).Clamp(0, rows - 1);
for (var j = j1; j <= j2; j++)
{
for (var i = i1; i <= i2; i++)
{
foreach (var actor in actors[j * cols + i])
{
if (actor.IsInWorld)
{
var c = actor.CenterPosition;
if (left <= c.X && c.X <= right && top <= c.Y && c.Y <= bottom)
yield return actor;
}
}
}
}
}
public IEnumerable<Actor> ActorsInWorld()
{
return actors.SelectMany(bin => bin.Where(actor => actor.IsInWorld));
}
}
}