Files
CypherCore/Game/Maps/Cell.cs
T
2017-06-22 17:02:27 -04:00

320 lines
12 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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 string GetGridCellString()
{
return string.Format("grid[{0}, {1}]cell[{2}, {3}]", GetGridX(), GetGridY(), 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.GetObjectSize());
}
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 CellCoord(x, y);
//lets skip standing cell since we already visited it
if (cellCoord != standing_cell)
{
Cell r_zone = new Cell(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 CellCoord(x, y);
Cell r_zone = new Cell(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 CellCoord(x_start - step, y);
Cell r_zone_left = new Cell(cellCoord_left);
r_zone_left.data.nocreate = data.nocreate;
map.Visit(r_zone_left, visitor);
//right trapezoid cell visit
CellCoord cellCoord_right = new CellCoord(x_end + step, y);
Cell r_zone_right = new Cell(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor gnotifier = new Visitor(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor gnotifier = new Visitor(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor wnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
cell.Visit(p, wnotifier, center_obj.GetMap(), center_obj, radius);
Visitor gnotifier = new Visitor(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor gnotifier = new Visitor(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor gnotifier = new Visitor(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 Cell(p);
if (dont_load)
cell.SetNoCreate();
Visitor wnotifier = new Visitor(visitor, GridMapTypeMask.AllWorld);
cell.Visit(p, wnotifier, map, x, y, radius);
Visitor gnotifier = new Visitor(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;
}
}