Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using System;
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namespace Game.Maps
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{
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public class Cell
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{
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public Cell(ICoord p)
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{
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data.grid_x = p.x_coord / MapConst.MaxCells;
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data.grid_y = p.y_coord / MapConst.MaxCells;
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data.cell_x = p.x_coord % MapConst.MaxCells;
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data.cell_y = p.y_coord % MapConst.MaxCells;
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}
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public Cell(float x, float y)
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{
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ICoord p = GridDefines.ComputeCellCoord(x, y);
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data.grid_x = p.x_coord / MapConst.MaxCells;
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data.grid_y = p.y_coord / MapConst.MaxCells;
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data.cell_x = p.x_coord % MapConst.MaxCells;
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data.cell_y = p.y_coord % MapConst.MaxCells;
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}
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public Cell(Cell cell) { data = cell.data; }
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public bool IsCellValid()
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{
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return data.cell_x < MapConst.MaxCells && data.cell_y < MapConst.MaxCells;
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}
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public uint GetId()
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{
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return data.grid_x * MapConst.MaxGrids + data.grid_y;
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}
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public uint GetCellX() { return data.cell_x; }
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public uint GetCellY() { return data.cell_y; }
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public uint GetGridX() { return data.grid_x; }
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public uint GetGridY() { return data.grid_y; }
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public bool NoCreate() { return data.nocreate; }
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public void SetNoCreate() { data.nocreate = true; }
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public string GetGridCellString()
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{
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return string.Format("grid[{0}, {1}]cell[{2}, {3}]", GetGridX(), GetGridY(), GetCellX(), GetCellY());
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}
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public struct Data
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{
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public uint grid_x;
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public uint grid_y;
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public uint cell_x;
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public uint cell_y;
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public bool nocreate;
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}
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public Data data;
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public CellCoord GetCellCoord()
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{
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return new CellCoord(
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data.grid_x * MapConst.MaxCells + data.cell_x,
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data.grid_y * MapConst.MaxCells + data.cell_y);
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}
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public bool DiffCell(Cell cell)
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{
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return (data.cell_x != cell.data.cell_x ||
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data.cell_y != cell.data.cell_y);
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}
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public bool DiffGrid(Cell cell)
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{
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return (data.grid_x != cell.data.grid_x ||
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data.grid_y != cell.data.grid_y);
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}
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public void Visit(CellCoord standing_cell, Visitor visitor, Map map, WorldObject obj, float radius)
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{
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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Visit(standing_cell, visitor, map, obj.GetPositionX(), obj.GetPositionY(), radius + obj.GetObjectSize());
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}
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public void Visit(CellCoord standing_cell, Visitor visitor, Map map, float x_off, float y_off, float radius)
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{
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if (!standing_cell.IsCoordValid())
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return;
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//no jokes here... Actually placing ASSERT() here was good idea, but
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//we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?)
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//maybe it is better to just return when radius <= 0.0f?
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if (radius <= 0.0f)
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{
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map.Visit(this, visitor);
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return;
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}
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//lets limit the upper value for search radius
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if (radius > MapConst.SizeofGrids)
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radius = MapConst.SizeofGrids;
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//lets calculate object coord offsets from cell borders.
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CellArea area = CalculateCellArea(x_off, y_off, radius);
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//if radius fits inside standing cell
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if (area == null)
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{
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map.Visit(this, visitor);
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return;
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}
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//visit all cells, found in CalculateCellArea()
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//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
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//currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
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//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
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if ((area.high_bound.x_coord > (area.low_bound.x_coord + 4)) && (area.high_bound.y_coord > (area.low_bound.y_coord + 4)))
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{
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VisitCircle(visitor, map, area.low_bound, area.high_bound);
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return;
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}
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//ALWAYS visit standing cell first!!! Since we deal with small radiuses
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//it is very essential to call visitor for standing cell firstly...
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map.Visit(this, visitor);
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// loop the cell range
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for (uint x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
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{
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for (uint y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
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{
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CellCoord cellCoord = new CellCoord(x, y);
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//lets skip standing cell since we already visited it
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if (cellCoord != standing_cell)
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{
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Cell r_zone = new Cell(cellCoord);
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r_zone.data.nocreate = data.nocreate;
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map.Visit(r_zone, visitor);
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}
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}
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}
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}
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void VisitCircle(Visitor visitor, Map map, ICoord begin_cell, ICoord end_cell)
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{
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//here is an algorithm for 'filling' circum-squared octagon
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uint x_shift = (uint)Math.Ceiling((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
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//lets calculate x_start/x_end coords for central strip...
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uint x_start = begin_cell.x_coord + x_shift;
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uint x_end = end_cell.x_coord - x_shift;
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//visit central strip with constant width...
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for (uint x = x_start; x <= x_end; ++x)
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{
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for (uint y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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{
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CellCoord cellCoord = new CellCoord(x, y);
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Cell r_zone = new Cell(cellCoord);
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r_zone.data.nocreate = data.nocreate;
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map.Visit(r_zone, visitor);
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}
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}
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//if x_shift == 0 then we have too small cell area, which were already
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//visited at previous step, so just return from procedure...
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if (x_shift == 0)
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return;
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uint y_start = end_cell.y_coord;
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uint y_end = begin_cell.y_coord;
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//now we are visiting borders of an octagon...
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for (uint step = 1; step <= (x_start - begin_cell.x_coord); ++step)
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{
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//each step reduces strip height by 2 cells...
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y_end += 1;
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y_start -= 1;
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for (uint y = y_start; y >= y_end; --y)
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{
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//we visit cells symmetrically from both sides, heading from center to sides and from up to bottom
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//e.g. filling 2 trapezoids after filling central cell strip...
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CellCoord cellCoord_left = new CellCoord(x_start - step, y);
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Cell r_zone_left = new Cell(cellCoord_left);
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r_zone_left.data.nocreate = data.nocreate;
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map.Visit(r_zone_left, visitor);
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//right trapezoid cell visit
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CellCoord cellCoord_right = new CellCoord(x_end + step, y);
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Cell r_zone_right = new Cell(cellCoord_right);
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r_zone_right.data.nocreate = data.nocreate;
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map.Visit(r_zone_right, visitor);
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}
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}
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}
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public static void VisitGridObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY());
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllGrid);
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cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius);
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}
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public static void VisitWorldObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY());
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
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cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius);
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}
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public static void VisitAllObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY());
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor wnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
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cell.Visit(p, wnotifier, center_obj.GetMap(), center_obj, radius);
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllGrid);
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cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius);
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}
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public static void VisitGridObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(x, y);
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllGrid);
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cell.Visit(p, gnotifier, map, x, y, radius);
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}
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public static void VisitWorldObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(x, y);
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
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cell.Visit(p, gnotifier, map, x, y, radius);
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}
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public static void VisitAllObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true)
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{
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CellCoord p = GridDefines.ComputeCellCoord(x, y);
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Cell cell = new Cell(p);
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if (dont_load)
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cell.SetNoCreate();
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Visitor wnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
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cell.Visit(p, wnotifier, map, x, y, radius);
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Visitor gnotifier = new Visitor(visitor, GridMapTypeMask.AllGrid);
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cell.Visit(p, gnotifier, map, x, y, radius);
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}
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public static CellArea CalculateCellArea(float x, float y, float radius)
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{
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if (radius <= 0.0f)
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{
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CellCoord center = (CellCoord)GridDefines.ComputeCellCoord(x, y).normalize();
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return new CellArea(center, center);
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}
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CellCoord centerX = (CellCoord)GridDefines.ComputeCellCoord(x - radius, y - radius).normalize();
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CellCoord centerY = (CellCoord)GridDefines.ComputeCellCoord(x + radius, y + radius).normalize();
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return new CellArea(centerX, centerY);
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}
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}
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public class CellArea
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{
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public CellArea() { }
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public CellArea(CellCoord low, CellCoord high)
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{
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low_bound = low;
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high_bound = high;
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}
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void ResizeBorders(ref ICoord begin_cell, ref ICoord end_cell)
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{
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begin_cell = low_bound;
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end_cell = high_bound;
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}
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public bool Check()
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{
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return low_bound == high_bound;
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}
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public ICoord low_bound;
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public ICoord high_bound;
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}
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}
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