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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OpenRA.Game/WorldUtils.cs
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112
OpenRA.Game/WorldUtils.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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using System.Linq;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public static class WorldUtils
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{
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/// <summary>
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/// From the given <paramref name="actors"/>, select the one nearest the given <paramref name="actor"/> by
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/// comparing their <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
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/// </summary>
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public static Actor ClosestToIgnoringPath(this IEnumerable<Actor> actors, Actor actor)
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{
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return actors.ClosestToIgnoringPath(actor.CenterPosition);
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}
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/// <summary>
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/// From the given <paramref name="actors"/>, select the one nearest the given <paramref name="position"/> by
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/// comparing the <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
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/// </summary>
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public static Actor ClosestToIgnoringPath(this IEnumerable<Actor> actors, WPos position)
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{
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return actors.MinByOrDefault(a => (a.CenterPosition - position).LengthSquared);
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}
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/// <summary>
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/// From the given <paramref name="items"/> that can be projected to <see cref="Actor"/>,
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/// select the one nearest the given <paramref name="actor"/> by
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/// comparing their <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
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/// </summary>
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public static T ClosestToIgnoringPath<T>(IEnumerable<T> items, Func<T, Actor> selector, Actor actor)
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{
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return ClosestToIgnoringPath(items, selector, actor.CenterPosition);
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}
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/// <summary>
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/// From the given <paramref name="items"/> that can be projected to <see cref="Actor"/>,
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/// select the one nearest the given <paramref name="position"/> by
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/// comparing the <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
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/// </summary>
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public static T ClosestToIgnoringPath<T>(IEnumerable<T> items, Func<T, Actor> selector, WPos position)
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{
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return items.MinByOrDefault(x => (selector(x).CenterPosition - position).LengthSquared);
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}
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/// <summary>
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/// From the given <paramref name="positions"/>, select the one nearest the given <paramref name="position"/>.
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/// No check is done to see if a path exists, as an actor is required for that.
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/// </summary>
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public static WPos ClosestToIgnoringPath(this IEnumerable<WPos> positions, WPos position)
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{
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return positions.MinByOrDefault(p => (p - position).LengthSquared);
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}
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public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WDist r)
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{
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// Target ranges are calculated in 2D, so ignore height differences
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var vec = new WVec(r, r, WDist.Zero);
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return world.ActorMap.ActorsInBox(origin - vec, origin + vec).Where(
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a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared);
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}
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public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null)
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{
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if (!world.RulesContainTemporaryBlocker)
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return false;
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var temporaryBlockers = world.ActorMap.GetActorsAt(cell);
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foreach (var temporaryBlocker in temporaryBlockers)
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{
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if (temporaryBlocker == ignoreActor)
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continue;
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var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing<ITemporaryBlocker>();
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foreach (var temporaryBlockerTrait in temporaryBlockerTraits)
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if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell))
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return true;
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}
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return false;
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}
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public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
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{
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// PERF: This is a hot path and must run with minimal added overhead, so we enumerate manually
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// to allow us to call PerfTickLogger only once per iteration in the normal case.
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using (var enumerator = e.GetEnumerator())
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{
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var start = PerfTickLogger.GetTimestamp();
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while (enumerator.MoveNext())
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{
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a(enumerator.Current);
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start = PerfTickLogger.LogLongTick(start, text, enumerator.Current);
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}
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}
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}
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}
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}
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