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.Mods.Common/Pathfinder/SparsePathGraph.cs
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53
OpenRA.Mods.Common/Pathfinder/SparsePathGraph.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.Mods.Common.Pathfinder
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{
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/// <summary>
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/// A sparse pathfinding graph that supports a search over provided cells.
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/// This is a classic graph that supports an arbitrary graph of nodes and edges,
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/// and does not require a dense grid of cells.
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/// Costs and any desired connections to a <see cref="Traits.ICustomMovementLayer"/>
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/// must be provided as input.
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/// </summary>
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sealed class SparsePathGraph : IPathGraph
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{
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readonly Func<CPos, List<GraphConnection>> edges;
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readonly Dictionary<CPos, CellInfo> info;
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public SparsePathGraph(Func<CPos, List<GraphConnection>> edges, int estimatedSearchSize = 0)
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{
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this.edges = edges;
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info = new Dictionary<CPos, CellInfo>(estimatedSearchSize);
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}
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public List<GraphConnection> GetConnections(CPos position, Func<CPos, bool> targetPredicate)
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{
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return edges(position) ?? [];
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}
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public CellInfo this[CPos pos]
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{
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get
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{
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if (info.TryGetValue(pos, out var cellInfo))
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return cellInfo;
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return default;
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}
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set => info[pos] = value;
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}
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public void Dispose() { }
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}
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}
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