Files
OpenRA/OpenRa.Game/UnitInfluenceMap.cs

81 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
class UnitInfluenceMap
{
Actor[,] influence = new Actor[128, 128];
readonly int2 searchDistance = new int2(2,2);
public UnitInfluenceMap()
{
Game.world.ActorRemoved += a => Remove(a.traits.GetOrDefault<Mobile>());
}
public void Tick()
{
SanityCheck();
var units = Game.world.Actors
.Select( a => a.traits.GetOrDefault<Traits.Mobile>() ).Where( m => m != null );
foreach (var u in units)
Update(u);
SanityCheck();
}
[System.Diagnostics.Conditional( "SANITY_CHECKS" )]
void SanityCheck()
{
for( int y = 0 ; y < 128 ; y++ )
for( int x = 0 ; x < 128 ; x++ )
if( influence[ x, y ] != null && !influence[ x, y ].traits.Get<Mobile>().OccupiedCells().Contains( new int2( x, y ) ) )
throw new InvalidOperationException( "UIM: Sanity check failed A" );
foreach( var a in Game.world.Actors )
{
if( !a.traits.Contains<Mobile>() )
continue;
foreach( var cell in a.traits.Get<Mobile>().OccupiedCells() )
if( influence[ cell.X, cell.Y ] != a )
throw new InvalidOperationException( "UIM: Sanity check failed B" );
}
}
public Actor GetUnitAt( int2 a )
{
return influence[ a.X, a.Y ];
}
public void Add(Mobile a)
{
foreach (var c in a.OccupiedCells())
influence[c.X, c.Y] = a.self;
}
public void Remove(Mobile a)
{
if (a == null) return;
var min = int2.Max(new int2(0, 0), a.self.Location - searchDistance);
var max = int2.Min(new int2(128, 128), a.self.Location + searchDistance);
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (influence[i, j] == a.self)
influence[i, j] = null;
}
public void Update(Mobile a)
{
Remove(a);
if (!a.self.IsDead) Add(a);
}
}
}