More refactoring of code.

This commit is contained in:
hondacrx
2019-09-23 21:41:13 -04:00
parent 2418715800
commit 570aebce26
176 changed files with 2261 additions and 2265 deletions
+21 -21
View File
@@ -25,19 +25,19 @@ namespace Game.Maps
{
public Cell(ICoord p)
{
data.grid_x = p.x_coord / MapConst.MaxCells;
data.grid_y = p.y_coord / MapConst.MaxCells;
data.cell_x = p.x_coord % MapConst.MaxCells;
data.cell_y = p.y_coord % MapConst.MaxCells;
data.grid_x = p.X_coord / MapConst.MaxCells;
data.grid_y = p.Y_coord / MapConst.MaxCells;
data.cell_x = p.X_coord % MapConst.MaxCells;
data.cell_y = p.Y_coord % MapConst.MaxCells;
}
public Cell(float x, float y)
{
ICoord p = GridDefines.ComputeCellCoord(x, y);
data.grid_x = p.x_coord / MapConst.MaxCells;
data.grid_y = p.y_coord / MapConst.MaxCells;
data.cell_x = p.x_coord % MapConst.MaxCells;
data.cell_y = p.y_coord % MapConst.MaxCells;
data.grid_x = p.X_coord / MapConst.MaxCells;
data.grid_y = p.Y_coord / MapConst.MaxCells;
data.cell_x = p.X_coord % MapConst.MaxCells;
data.cell_y = p.Y_coord % MapConst.MaxCells;
}
public Cell(Cell cell) { data = cell.data; }
@@ -153,7 +153,7 @@ namespace Game.Maps
//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
//currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
if ((area.high_bound.x_coord > (area.low_bound.x_coord + 4)) && (area.high_bound.y_coord > (area.low_bound.y_coord + 4)))
if ((area.high_bound.X_coord > (area.low_bound.X_coord + 4)) && (area.high_bound.Y_coord > (area.low_bound.Y_coord + 4)))
{
VisitCircle(visitor, map, area.low_bound, area.high_bound);
return;
@@ -164,9 +164,9 @@ namespace Game.Maps
map.Visit(this, visitor);
// loop the cell range
for (uint x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
for (uint x = area.low_bound.X_coord; x <= area.high_bound.X_coord; ++x)
{
for (uint y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
for (uint y = area.low_bound.Y_coord; y <= area.high_bound.Y_coord; ++y)
{
CellCoord cellCoord = new CellCoord(x, y);
//lets skip standing cell since we already visited it
@@ -183,15 +183,15 @@ namespace Game.Maps
void VisitCircle(Visitor visitor, Map map, ICoord begin_cell, ICoord end_cell)
{
//here is an algorithm for 'filling' circum-squared octagon
uint x_shift = (uint)Math.Ceiling((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
uint x_shift = (uint)Math.Ceiling((end_cell.X_coord - begin_cell.X_coord) * 0.3f - 0.5f);
//lets calculate x_start/x_end coords for central strip...
uint x_start = begin_cell.x_coord + x_shift;
uint x_end = end_cell.x_coord - x_shift;
uint x_start = begin_cell.X_coord + x_shift;
uint x_end = end_cell.X_coord - x_shift;
//visit central strip with constant width...
for (uint x = x_start; x <= x_end; ++x)
{
for (uint y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
for (uint y = begin_cell.Y_coord; y <= end_cell.Y_coord; ++y)
{
CellCoord cellCoord = new CellCoord(x, y);
Cell r_zone = new Cell(cellCoord);
@@ -205,10 +205,10 @@ namespace Game.Maps
if (x_shift == 0)
return;
uint y_start = end_cell.y_coord;
uint y_end = begin_cell.y_coord;
uint y_start = end_cell.Y_coord;
uint y_end = begin_cell.Y_coord;
//now we are visiting borders of an octagon...
for (uint step = 1; step <= (x_start - begin_cell.x_coord); ++step)
for (uint step = 1; step <= (x_start - begin_cell.X_coord); ++step)
{
//each step reduces strip height by 2 cells...
y_end += 1;
@@ -305,12 +305,12 @@ namespace Game.Maps
{
if (radius <= 0.0f)
{
CellCoord center = (CellCoord)GridDefines.ComputeCellCoord(x, y).normalize();
CellCoord center = (CellCoord)GridDefines.ComputeCellCoord(x, y).Normalize();
return new CellArea(center, center);
}
CellCoord centerX = (CellCoord)GridDefines.ComputeCellCoord(x - radius, y - radius).normalize();
CellCoord centerY = (CellCoord)GridDefines.ComputeCellCoord(x + radius, y + radius).normalize();
CellCoord centerX = (CellCoord)GridDefines.ComputeCellCoord(x - radius, y - radius).Normalize();
CellCoord centerY = (CellCoord)GridDefines.ComputeCellCoord(x + radius, y + radius).Normalize();
return new CellArea(centerX, centerY);
}