Files
OpenRA/OpenRA.Game/Traits/Util.cs
Chris Forbes d8eaa7c841 shuffle exits
2010-12-27 19:43:32 +13:00

151 lines
4.2 KiB
C#
Executable File

#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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Support;
using System.Collections.Generic;
namespace OpenRA.Traits
{
public static class Util
{
public static int TickFacing( int facing, int desiredFacing, int rot )
{
var leftTurn = ( facing - desiredFacing ) & 0xFF;
var rightTurn = ( desiredFacing - facing ) & 0xFF;
if( Math.Min( leftTurn, rightTurn ) < rot )
return desiredFacing & 0xFF;
else if( rightTurn < leftTurn )
return ( facing + rot ) & 0xFF;
else
return ( facing - rot ) & 0xFF;
}
static float2[] fvecs = Graphics.Util.MakeArray<float2>( 32,
i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
public static int GetFacing( float2 d, int currentFacing )
{
if (float2.WithinEpsilon(d, float2.Zero, 0.001f))
return currentFacing;
int highest = -1;
float highestDot = -1.0f;
for( int i = 0 ; i < fvecs.Length ; i++ )
{
float dot = float2.Dot( fvecs[ i ], d );
if( dot > highestDot )
{
highestDot = dot;
highest = i;
}
}
return highest * 8;
}
public static int GetNearestFacing( int facing, int desiredFacing )
{
var turn = desiredFacing - facing;
if( turn > 128 )
turn -= 256;
if( turn < -128 )
turn += 256;
return facing + turn;
}
public static int QuantizeFacing(int facing, int numFrames)
{
var step = 256 / numFrames;
var a = (facing + step / 2) & 0xff;
return a / step;
}
public static float2 RotateVectorByFacing(float2 v, int facing, float ecc)
{
var angle = (facing / 256f) * (2 * (float)Math.PI);
var sinAngle = (float)Math.Sin(angle);
var cosAngle = (float)Math.Cos(angle);
return new float2(
(cosAngle * v.X + sinAngle * v.Y),
ecc * (cosAngle * v.Y - sinAngle * v.X));
}
public static int2 CenterOfCell(int2 loc)
{
return new int2( Game.CellSize / 2, Game.CellSize / 2 ) + Game.CellSize * loc;
}
public static int2 BetweenCells(int2 from, int2 to)
{
return int2.Lerp( CenterOfCell( from ), CenterOfCell( to ), 1, 2 );
}
public static int2 AsInt2(this int[] xs) { return new int2(xs[0], xs[1]); }
public static float2 RelOffset(this int[] offset) { return new float2(offset[0], offset[1]); }
public static float2 AbsOffset(this int[] offset) { return new float2(offset.ElementAtOrDefault(2), offset.ElementAtOrDefault(3)); }
public static Renderable Centered(Actor self, Sprite s, float2 location)
{
var pal = self.Owner == null ? "player0" : self.Owner.Palette;
var loc = location - 0.5f * s.size;
return new Renderable(s, loc.Round(), pal, (int)self.CenterLocation.Y);
}
public static IActivity SequenceActivities(params IActivity[] acts)
{
return acts.Reverse().Aggregate(
(next, a) => { a.Queue( next ); return a; });
}
public static IActivity RunActivity( Actor self, IActivity act )
{
while( act != null )
{
var prev = act;
var sw = new Stopwatch();
act = act.Tick( self );
var dt = sw.ElapsedTime();
if(dt > Game.Settings.Debug.LongTickThreshold)
Log.Write("perf", "[{2}] Activity: {0} ({1:0.000} ms)", prev, dt * 1000, Game.LocalTick);
if( prev == act )
break;
}
return act;
}
public static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2]); }
public static int2 CellContaining(float2 pos) { return (1f / Game.CellSize * pos).ToInt2(); }
/* pretty crap */
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> ts, Thirdparty.Random random)
{
var items = ts.ToList();
while (items.Count > 0)
{
var t = items.Random(random);
yield return t;
items.Remove(t);
}
}
}
}