Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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159
OpenRA.Game/Primitives/PriorityQueue.cs
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159
OpenRA.Game/Primitives/PriorityQueue.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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namespace OpenRA.Primitives
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{
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public interface IPriorityQueue<T>
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{
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void Add(T item);
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bool Empty { get; }
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T Peek();
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T Pop();
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}
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/// <summary>
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/// Represents a collection of items that have a priority.
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/// On pop, the item with the lowest priority value is removed.
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/// </summary>
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public sealed class PriorityQueue<T, TComparer> : IPriorityQueue<T> where TComparer : struct, IComparer<T>
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{
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/// <summary>
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/// Compares two items to determine their priority.
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/// PERF: Using a struct allows the calls to be devirtualized.
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/// </summary>
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readonly TComparer comparer;
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/// <summary>
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/// A <a href="https://en.wikipedia.org/wiki/Binary_heap">binary min-heap</a> storing the items.
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/// An array divided into sub arrays called levels. At each level the size of a level array doubles.
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/// Elements at deeper levels always have higher priority values than elements nearer to the root.
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/// </summary>
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T[] items;
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/// <summary>
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/// Index of deepest level.
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/// </summary>
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int level;
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/// <summary>
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/// Number of elements in the deepest level.
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/// </summary>
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int index;
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public PriorityQueue(TComparer comparer)
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{
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this.comparer = comparer;
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items = new T[1];
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}
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public void Add(T item)
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{
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var addLevel = level;
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var addIndex = index;
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while (addLevel >= 1)
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{
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var above = items[AboveIndex(addLevel, addIndex)];
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if (comparer.Compare(above, item) > 0)
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{
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items[Index(addLevel, addIndex)] = above;
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--addLevel;
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addIndex >>= 1;
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}
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else
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break;
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}
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items[Index(addLevel, addIndex)] = item;
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if (++index >= 1 << level)
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{
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index = 0;
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var count = 2 * (1 << ++level);
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if (count - 1 >= items.Length)
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Array.Resize(ref items, count);
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}
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}
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public bool Empty => level == 0;
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static int Index(int level, int index) { return (1 << level) - 1 + index; }
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static int AboveIndex(int level, int index) { return (1 << (level - 1)) - 1 + (index >> 1); }
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int IndexLast()
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{
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var lastLevel = level;
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var lastIndex = index;
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if (--lastIndex < 0)
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lastIndex = (1 << --lastLevel) - 1;
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return Index(lastLevel, lastIndex);
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}
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public T Peek()
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{
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if (level <= 0 && index <= 0)
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throw new InvalidOperationException("PriorityQueue empty.");
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return items[Index(0, 0)];
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}
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public T Pop()
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{
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var ret = Peek();
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BubbleInto(0, 0, items[IndexLast()]);
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if (--index < 0)
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index = (1 << --level) - 1;
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return ret;
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}
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void BubbleInto(int intoLevel, int intoIndex, T val)
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{
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while (true)
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{
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var downLevel = intoLevel + 1;
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var downIndex = intoIndex << 1;
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if (downLevel > level || (downLevel == level && downIndex >= index))
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{
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items[Index(intoLevel, intoIndex)] = val;
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return;
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}
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var down = items[Index(downLevel, downIndex)];
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if (downLevel < level || (downLevel == level && downIndex < index - 1))
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{
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var downRight = items[Index(downLevel, downIndex + 1)];
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if (comparer.Compare(down, downRight) >= 0)
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{
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down = downRight;
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++downIndex;
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}
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}
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if (comparer.Compare(val, down) <= 0)
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{
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items[Index(intoLevel, intoIndex)] = val;
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return;
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}
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items[Index(intoLevel, intoIndex)] = down;
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intoLevel = downLevel;
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intoIndex = downIndex;
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}
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}
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}
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}
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