deleteOtherPaths() public method

removes units from all other paths that, if seen, could cause specified units to be removed from specified segments; returns whether successful
public deleteOtherPaths ( IEnumerable segmentUnits, bool addDeleteLines, bool addKeepLines ) : bool
segmentUnits IEnumerable
addDeleteLines bool
addKeepLines bool
return bool
 public override void apply(Sim g)
 {
     List<SegmentUnit> units = new List<SegmentUnit>();
     // convert paths list into valid deleteOtherPaths() argument (this is a bit ugly)
     foreach (KeyValuePair<int, int[]> path in paths) {
         Segment segment = g.paths[path.Key].segmentWhen (timeCmd);
         if (segment != null) {
             foreach (int unit in path.Value) {
                 units.Add (new SegmentUnit(segment, g.units[unit]));
             }
         }
     }
     g.deleteOtherPaths (units, true, false);
 }
 public override void apply(Sim g)
 {
     bool anyoneMoved = false;
     foreach (Path path in g.paths) {
         int tXPrev, tYPrev;
         if (path.timeSimPast == long.MaxValue && path.tileX != Sim.offMap && path.updateTilePos(time, out tXPrev, out tYPrev)) {
             anyoneMoved = true;
             int exclusiveMinX = g.tileLen() - 1;
             int exclusiveMaxX = 0;
             int exclusiveMinY = g.tileLen() - 1;
             int exclusiveMaxY = 0;
             // add path to visibility tiles
             for (int tX = Math.Max (0, path.tileX - g.tileVisRadius()); tX <= Math.Min (g.tileLen () - 1, path.tileX + g.tileVisRadius()); tX++) {
                 for (int tY = Math.Max (0, path.tileY - g.tileVisRadius()); tY <= Math.Min (g.tileLen () - 1, path.tileY + g.tileVisRadius()); tY++) {
                     if (!g.inVis(tX - tXPrev, tY - tYPrev) && g.inVis(tX - path.tileX, tY - path.tileY)) {
                         if (!g.tiles[tX, tY].playerVisLatest(path.player)) {
                             // make tile visible to this player
                             g.tiles[tX, tY].playerVis[path.player.id].Add(time);
                             path.player.unseenTiles--;
                             if (Sim.enableNonLivePaths) {
                                 if (tX < exclusiveMinX) exclusiveMinX = tX;
                                 if (tX > exclusiveMaxX) exclusiveMaxX = tX;
                                 if (tY < exclusiveMinY) exclusiveMinY = tY;
                                 if (tY > exclusiveMaxY) exclusiveMaxY = tY;
                             }
                         }
                         // check if this tile stopped being exclusive to another player
                         if (Sim.enableNonLivePaths && !path.player.immutable) {
                             foreach (Player player in g.players) {
                                 if (player != path.player && g.tiles[tX, tY].exclusiveLatest(player)) {
                                     g.tiles[tX, tY].exclusiveRemove(player, time);
                                 }
                             }
                         }
                     }
                 }
             }
             // remove path from visibility tiles
             for (int tX = Math.Max (0, tXPrev - g.tileVisRadius()); tX <= Math.Min (g.tileLen () - 1, tXPrev + g.tileVisRadius()); tX++) {
                 for (int tY = Math.Max (0, tYPrev - g.tileVisRadius()); tY <= Math.Min (g.tileLen () - 1, tYPrev + g.tileVisRadius()); tY++) {
                     if (g.inVis(tX - tXPrev, tY - tYPrev) && !g.inVis(tX - path.tileX, tY - path.tileY)) {
                         // check if player can't directly see this tile anymore
                         if (g.tiles[tX, tY].playerVisLatest(path.player) && !g.tiles[tX, tY].playerDirectVisLatest(path.player)) {
                             long timePlayerVis = long.MaxValue;
                             // find lowest time that surrounding tiles lost visibility
                             for (int tX2 = Math.Max(0, tX - 1); tX2 <= Math.Min(g.tileLen() - 1, tX + 1); tX2++) {
                                 for (int tY2 = Math.Max(0, tY - 1); tY2 <= Math.Min(g.tileLen() - 1, tY + 1); tY2++) {
                                     if ((tX2 != tX || tY2 != tY) && !g.tiles[tX2, tY2].playerVisLatest(path.player)) {
                                         if (g.tiles[tX2, tY2].playerVis[path.player.id].Count == 0) {
                                             timePlayerVis = long.MinValue;
                                         } else if (g.tiles[tX2, tY2].playerVis[path.player.id].Last () < timePlayerVis) {
                                             timePlayerVis = g.tiles[tX2, tY2].playerVis[path.player.id].Last ();
                                         }
                                     }
                                 }
                             }
                             // if player can't see all neighboring tiles, they won't be able to tell if another player's unit moves into this tile
                             // so remove this tile's visibility for this player
                             if (timePlayerVis != long.MaxValue) {
                                 timePlayerVis = Math.Max(time, timePlayerVis + (1 << FP.precision) / g.maxSpeed); // ISSUE #29: lose visibility in a circle instead of a square
                                 g.tiles[tX, tY].playerVisRemove(path.player, timePlayerVis);
                             }
                         }
                         // check if this tile became exclusive to a player using map hack
                         if (Sim.enableNonLivePaths && !path.player.immutable) {
                             foreach (Player player in g.players) {
                                 if (player != path.player && player.mapHack && !g.tiles[tX, tY].exclusiveLatest (player) && g.tiles[tX, tY].calcExclusive (player)) {
                                     g.tiles[tX, tY].exclusiveAdd(player, time);
                                 }
                             }
                         }
                     }
                 }
             }
             if (Sim.enableNonLivePaths) {
                 // apply PlayerVisRemoveEvts that occur immediately
                 foreach (SimEvt evt in g.events) {
                     if (evt.time > time) break;
                     if (evt is PlayerVisRemoveEvt) {
                         PlayerVisRemoveEvt visEvt = evt as PlayerVisRemoveEvt;
                         if (visEvt.player == path.player) {
                             visEvt.apply (g);
                             g.events.Remove (evt);
                             break;
                         }
                     }
                 }
                 // check if tiles became exclusive to this player
                 exclusiveMinX = Math.Max(0, exclusiveMinX - g.tileVisRadius());
                 exclusiveMaxX = Math.Min(g.tileLen() - 1, exclusiveMaxX + g.tileVisRadius());
                 exclusiveMinY = Math.Max(0, exclusiveMinY - g.tileVisRadius());
                 exclusiveMaxY = Math.Min(g.tileLen() - 1, exclusiveMaxY + g.tileVisRadius());
                 for (int tX = exclusiveMinX; tX <= exclusiveMaxX; tX++) {
                     for (int tY = exclusiveMinY; tY <= exclusiveMaxY; tY++) {
                         if (!g.tiles[tX, tY].exclusiveLatest(path.player) && g.tiles[tX, tY].calcExclusive(path.player)) {
                             g.tiles[tX, tY].exclusiveAdd(path.player, time);
                         }
                     }
                 }
                 // add waypoints for units
                 foreach (Unit unit in path.segmentWhen (time).units) {
                     unit.addWaypoint (time, path);
                 }
             }
             if (tXPrev >= 0 && tXPrev < g.tileLen() && tYPrev >= 0 && tYPrev < g.tileLen()) {
                 // if this path moved out of another player's direct visibility, remove that player's visibility here
                 if (path.tileX >= 0 && path.tileX < g.tileLen() && path.tileY >= 0 && path.tileY < g.tileLen()) {
                     if (!path.player.immutable) {
                         foreach (Player player in g.players) {
                             if (player != path.player && g.tiles[tXPrev, tYPrev].playerDirectVisLatest(player) && !g.tiles[path.tileX, path.tileY].playerDirectVisLatest(player)) {
                                 for (int tX = Math.Max(0, path.tileX - 1); tX <= Math.Min(g.tileLen() - 1, path.tileX + 1); tX++) {
                                     for (int tY = Math.Max(0, path.tileY - 1); tY <= Math.Min(g.tileLen() - 1, path.tileY + 1); tY++) {
                                         // ISSUE #30: perhaps use more accurate time at tiles other than (path.tileX, path.tileY)
                                         g.tiles[tX, tY].playerVisRemove(player, time);
                                     }
                                 }
                             }
                         }
                     }
                 }
                 // if this player can no longer directly see another player's path, remove this player's visibility there
                 foreach (int i in g.tiles[tXPrev, tYPrev].pathVis.Keys) {
                     Tile iTile = g.paths[i].tileWhen (time);
                     if (g.paths[i].player != path.player && !g.paths[i].player.immutable && g.paths[i].segments.Last ().units.Count > 0
                         && g.inVis(iTile.x - tXPrev, iTile.y - tYPrev) && !iTile.playerDirectVisLatest(path.player)) {
                         for (int tX = Math.Max(0, iTile.x - 1); tX <= Math.Min(g.tileLen() - 1, iTile.x + 1); tX++) {
                             for (int tY = Math.Max(0, iTile.y - 1); tY <= Math.Min(g.tileLen() - 1, iTile.y + 1); tY++) {
                                 // ISSUE #30: perhaps use more accurate time at tiles other than (paths[i].tileX, paths[i].tileY)
                                 g.tiles[tX, tY].playerVisRemove(path.player, time);
                             }
                         }
                     }
                 }
             }
         }
     }
     if (anyoneMoved) {
         // update which paths are known to be unseen
         foreach (Path path in g.paths) {
             if (path.tileX >= 0 && path.tileX < g.tileLen() && path.tileY >= 0 && path.tileY < g.tileLen()) {
                 if (!path.segments.Last ().unseen && g.tiles[path.tileX, path.tileY].exclusiveLatest(path.player)) {
                     // path is now unseen
                     Segment segment = path.insertSegment(time);
                     segment.unseen = true;
                     foreach (Unit unit in segment.units) {
                         unit.addWaypoint (time, path);
                     }
                 } else if (path.segments.Last ().unseen && !g.tiles[path.tileX, path.tileY].exclusiveLatest(path.player)) {
                     // path is now seen
                     Segment segment = path.insertSegment(time);
                     foreach (Unit unit in segment.units.OrderByDescending (u => u.type.seePrecedence)) {
                         if (segment.units.Count <= path.nSeeUnits) break;
                         new SegmentUnit(segment, unit).delete ();
                     }
                     path.nSeeUnits = int.MaxValue;
                     if (!g.deleteOtherPaths (segment.segmentUnits(), false, true)) throw new SystemException("failed to delete other paths of seen path");
                     segment.unseen = false;
                     foreach (Unit unit in segment.units) {
                         unit.clearWaypoints (time);
                     }
                 }
             }
         }
     }
     g.events.addEvt (new TileUpdateEvt(time + g.tileInterval));
 }