// Copyright (c) CypherCore All rights reserved. // Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information. using Framework.Constants; using Game.Entities; using System; namespace Game.Maps { public class Cell { 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; } 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; } public Cell(Cell cell) { data = cell.data; } public bool IsCellValid() { return data.cell_x < MapConst.MaxCells && data.cell_y < MapConst.MaxCells; } public uint GetId() { return data.grid_x * MapConst.MaxGrids + data.grid_y; } public uint GetCellX() { return data.cell_x; } public uint GetCellY() { return data.cell_y; } public uint GetGridX() { return data.grid_x; } public uint GetGridY() { return data.grid_y; } public bool NoCreate() { return data.nocreate; } public void SetNoCreate() { data.nocreate = true; } public static bool operator ==(Cell left, Cell right) { if (ReferenceEquals(left, right)) return true; if (ReferenceEquals(left, null) || ReferenceEquals(right, null)) return false; return left.data.cell_x == right.data.cell_x && left.data.cell_y == right.data.cell_y && left.data.grid_x == right.data.grid_x && left.data.grid_y == right.data.grid_y; } public static bool operator !=(Cell left, Cell right) { return !(left == right); } public override bool Equals(object obj) { return obj is Cell && this == (Cell)obj; } public override int GetHashCode() { return (int)(data.cell_x ^ data.cell_y ^ data.grid_x ^ data.grid_y); } public override string ToString() { return $"grid[{GetGridX()}, {GetGridY()}]cell[{GetCellX()}, {GetCellY()}]"; } public struct Data { public uint grid_x; public uint grid_y; public uint cell_x; public uint cell_y; public bool nocreate; } public Data data; public CellCoord GetCellCoord() { return new CellCoord( data.grid_x * MapConst.MaxCells + data.cell_x, data.grid_y * MapConst.MaxCells + data.cell_y); } public bool DiffCell(Cell cell) { return (data.cell_x != cell.data.cell_x || data.cell_y != cell.data.cell_y); } public bool DiffGrid(Cell cell) { return (data.grid_x != cell.data.grid_x || data.grid_y != cell.data.grid_y); } public void Visit(CellCoord standing_cell, Visitor visitor, Map map, WorldObject obj, float radius) { //we should increase search radius by object's radius, otherwise //we could have problems with huge creatures, which won't attack nearest players etc Visit(standing_cell, visitor, map, obj.GetPositionX(), obj.GetPositionY(), radius + obj.GetCombatReach()); } public void Visit(CellCoord standing_cell, Visitor visitor, Map map, float x_off, float y_off, float radius) { if (!standing_cell.IsCoordValid()) return; //no jokes here... Actually placing ASSERT() here was good idea, but //we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?) //maybe it is better to just return when radius <= 0.0f? if (radius <= 0.0f) { map.Visit(this, visitor); return; } //lets limit the upper value for search radius if (radius > MapConst.SizeofGrids) radius = MapConst.SizeofGrids; //lets calculate object coord offsets from cell borders. CellArea area = CalculateCellArea(x_off, y_off, radius); //if radius fits inside standing cell if (area == null) { map.Visit(this, visitor); return; } //visit all cells, found in CalculateCellArea() //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))) { VisitCircle(visitor, map, area.low_bound, area.high_bound); return; } //ALWAYS visit standing cell first!!! Since we deal with small radiuses //it is very essential to call visitor for standing cell firstly... 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 y = area.low_bound.Y_coord; y <= area.high_bound.Y_coord; ++y) { CellCoord cellCoord = new(x, y); //lets skip standing cell since we already visited it if (cellCoord != standing_cell) { Cell r_zone = new(cellCoord); r_zone.data.nocreate = data.nocreate; map.Visit(r_zone, visitor); } } } } 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); //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; //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) { CellCoord cellCoord = new(x, y); Cell r_zone = new(cellCoord); r_zone.data.nocreate = data.nocreate; map.Visit(r_zone, visitor); } } //if x_shift == 0 then we have too small cell area, which were already //visited at previous step, so just return from procedure... if (x_shift == 0) return; 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) { //each step reduces strip height by 2 cells... y_end += 1; y_start -= 1; for (uint y = y_start; y >= y_end; --y) { //we visit cells symmetrically from both sides, heading from center to sides and from up to bottom //e.g. filling 2 trapezoids after filling central cell strip... CellCoord cellCoord_left = new(x_start - step, y); Cell r_zone_left = new(cellCoord_left); r_zone_left.data.nocreate = data.nocreate; map.Visit(r_zone_left, visitor); //right trapezoid cell visit CellCoord cellCoord_right = new(x_end + step, y); Cell r_zone_right = new(cellCoord_right); r_zone_right.data.nocreate = data.nocreate; map.Visit(r_zone_right, visitor); } } } public static void VisitGridObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY()); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor gnotifier = new(visitor, GridMapTypeMask.AllGrid); cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius); } public static void VisitWorldObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY()); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor gnotifier = new(visitor, GridMapTypeMask.AllWorld); cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius); } public static void VisitAllObjects(WorldObject center_obj, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(center_obj.GetPositionX(), center_obj.GetPositionY()); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor wnotifier = new(visitor, GridMapTypeMask.AllWorld); cell.Visit(p, wnotifier, center_obj.GetMap(), center_obj, radius); Visitor gnotifier = new(visitor, GridMapTypeMask.AllGrid); cell.Visit(p, gnotifier, center_obj.GetMap(), center_obj, radius); } public static void VisitGridObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(x, y); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor gnotifier = new(visitor, GridMapTypeMask.AllGrid); cell.Visit(p, gnotifier, map, x, y, radius); } public static void VisitWorldObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(x, y); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor gnotifier = new(visitor, GridMapTypeMask.AllWorld); cell.Visit(p, gnotifier, map, x, y, radius); } public static void VisitAllObjects(float x, float y, Map map, Notifier visitor, float radius, bool dont_load = true) { CellCoord p = GridDefines.ComputeCellCoord(x, y); Cell cell = new(p); if (dont_load) cell.SetNoCreate(); Visitor wnotifier = new(visitor, GridMapTypeMask.AllWorld); cell.Visit(p, wnotifier, map, x, y, radius); Visitor gnotifier = new(visitor, GridMapTypeMask.AllGrid); cell.Visit(p, gnotifier, map, x, y, radius); } public static CellArea CalculateCellArea(float x, float y, float radius) { if (radius <= 0.0f) { 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(); return new CellArea(centerX, centerY); } } public class CellArea { public CellArea() { } public CellArea(CellCoord low, CellCoord high) { low_bound = low; high_bound = high; } void ResizeBorders(ref ICoord begin_cell, ref ICoord end_cell) { begin_cell = low_bound; end_cell = high_bound; } public bool Check() { return low_bound == high_bound; } public ICoord low_bound; public ICoord high_bound; } }