Files
OpenRA/OpenRA.Game/WorldUtils.cs
let5sne.win10 9cf6ebb986
Some checks failed
Continuous Integration / Linux (.NET 8.0) (push) Has been cancelled
Continuous Integration / Windows (.NET 8.0) (push) Has been cancelled
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>
2026-01-10 21:46:54 +08:00

113 lines
4.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA
{
public static class WorldUtils
{
/// <summary>
/// From the given <paramref name="actors"/>, select the one nearest the given <paramref name="actor"/> by
/// comparing their <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
/// </summary>
public static Actor ClosestToIgnoringPath(this IEnumerable<Actor> actors, Actor actor)
{
return actors.ClosestToIgnoringPath(actor.CenterPosition);
}
/// <summary>
/// From the given <paramref name="actors"/>, select the one nearest the given <paramref name="position"/> by
/// comparing the <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
/// </summary>
public static Actor ClosestToIgnoringPath(this IEnumerable<Actor> actors, WPos position)
{
return actors.MinByOrDefault(a => (a.CenterPosition - position).LengthSquared);
}
/// <summary>
/// From the given <paramref name="items"/> that can be projected to <see cref="Actor"/>,
/// select the one nearest the given <paramref name="actor"/> by
/// comparing their <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
/// </summary>
public static T ClosestToIgnoringPath<T>(IEnumerable<T> items, Func<T, Actor> selector, Actor actor)
{
return ClosestToIgnoringPath(items, selector, actor.CenterPosition);
}
/// <summary>
/// From the given <paramref name="items"/> that can be projected to <see cref="Actor"/>,
/// select the one nearest the given <paramref name="position"/> by
/// comparing the <see cref="Actor.CenterPosition"/>. No check is done to see if a path exists.
/// </summary>
public static T ClosestToIgnoringPath<T>(IEnumerable<T> items, Func<T, Actor> selector, WPos position)
{
return items.MinByOrDefault(x => (selector(x).CenterPosition - position).LengthSquared);
}
/// <summary>
/// From the given <paramref name="positions"/>, select the one nearest the given <paramref name="position"/>.
/// No check is done to see if a path exists, as an actor is required for that.
/// </summary>
public static WPos ClosestToIgnoringPath(this IEnumerable<WPos> positions, WPos position)
{
return positions.MinByOrDefault(p => (p - position).LengthSquared);
}
public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WDist r)
{
// Target ranges are calculated in 2D, so ignore height differences
var vec = new WVec(r, r, WDist.Zero);
return world.ActorMap.ActorsInBox(origin - vec, origin + vec).Where(
a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared);
}
public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null)
{
if (!world.RulesContainTemporaryBlocker)
return false;
var temporaryBlockers = world.ActorMap.GetActorsAt(cell);
foreach (var temporaryBlocker in temporaryBlockers)
{
if (temporaryBlocker == ignoreActor)
continue;
var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing<ITemporaryBlocker>();
foreach (var temporaryBlockerTrait in temporaryBlockerTraits)
if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell))
return true;
}
return false;
}
public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
{
// PERF: This is a hot path and must run with minimal added overhead, so we enumerate manually
// to allow us to call PerfTickLogger only once per iteration in the normal case.
using (var enumerator = e.GetEnumerator())
{
var start = PerfTickLogger.GetTimestamp();
while (enumerator.MoveNext())
{
a(enumerator.Current);
start = PerfTickLogger.LogLongTick(start, text, enumerator.Current);
}
}
}
}
}