Beispiel #1
0
    void Compute(int octant, Vector2Int origin, int rangeLimit, int x, Slope top, Slope bottom)
    {
        /*foreach (var tile in tilesToSet)
         * {
         *  MapManager.map[tile.x, tile.y].isVisible = false;
         * }
         * tilesToSet.Clear();*/

        for (; (int)x <= (int)rangeLimit; x++) // rangeLimit < 0 || x <= rangeLimit
        {
            int topY;
            if (top.X == 1)
            {
                topY = x;
            }
            else
            {
                topY = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2); // get the tile that the top vector enters from the left
                int ay = (topY * 2 + 1) * top.X;
                if (BlocksLight(x, topY, octant, origin))           // if the top tile is a wall...
                {
                    if (top.GreaterOrEqual(ay, x * 2))
                    {
                        topY++;                                // but the top vector misses the wall and passes into the tile above, move up
                    }
                }
                else // the top tile is not a wall
                {
                    if (top.Greater(ay, x * 2 + 1))
                    {
                        topY++;                             // so if the top vector passes into the tile above, move up
                    }
                }
            }

            int bottomY   = bottom.Y == 0 ? 0 : ((x * 2 - 1) * bottom.Y + bottom.X) / (bottom.X * 2);
            int wasOpaque = -1; // 0:false, 1:true, -1:not applicable
            for (int y = topY; y >= bottomY; y--)
            {
                int tx = origin.x, ty = origin.y;
                switch (octant) // translate local coordinates to map coordinates
                {
                case 0: tx += x; ty -= y; break;

                case 1: tx += y; ty -= x; break;

                case 2: tx -= y; ty -= x; break;

                case 3: tx -= x; ty -= y; break;

                case 4: tx -= x; ty += y; break;

                case 5: tx -= y; ty += x; break;

                case 6: tx += y; ty += x; break;

                case 7: tx += x; ty += y; break;
                }

                bool inRange = rangeLimit < 0 || GetDistance(tx, ty) <= rangeLimit;
                // NOTE: use the following line instead to make the algorithm symmetrical
                // if(inRange && (y != topY || top.GreaterOrEqual(y, x)) && (y != bottomY || bottom.LessOrEqual(y, x))) SetVisible(tx, ty);
                //if (inRange) SetVisible(tx, ty);
                if (inRange && (y != topY || top.GreaterOrEqual(y, x)) && (y != bottomY || bottom.LessOrEqual(y, x)))
                {
                    SetVisible(tx, ty, true);
                    tilesToSet.Add(new Vector2Int(tx, ty));
                }
                //else SetVisible(tx, ty, false);

                bool isOpaque = !inRange || _blocksLight(tx, ty);
                // if y == topY or y == bottomY, make sure the sector actually intersects the wall tile. if not, don't consider
                // it opaque to prevent the code below from moving the top vector up or the bottom vector down
                if (isOpaque &&
                    (y == topY && top.LessOrEqual(y * 2 - 1, x * 2) && !BlocksLight(x, y - 1, octant, origin) ||
                     y == bottomY && bottom.GreaterOrEqual(y * 2 + 1, x * 2) && !BlocksLight(x, y + 1, octant, origin)))
                {
                    isOpaque = false;
                }

                if (x != rangeLimit)
                {
                    if (isOpaque)
                    {
                        if (wasOpaque == 0) // if we found a transition from clear to opaque, this sector is done in this column, so
                        {                   // adjust the bottom vector upwards and continue processing it in the next column.
                                            // (x*2-1, y*2+1) is a vector to the top-left corner of the opaque block
                            if (!inRange || y == bottomY)
                            {
                                bottom = new Slope(y * 2 + 1, x * 2); break;
                            }                                                                              // don't recurse unless necessary
                            else
                            {
                                Compute(octant, origin, rangeLimit, x + 1, top, new Slope(y * 2 + 1, x * 2));
                            }
                        }
                        wasOpaque = 1;
                    }
                    else // adjust the top vector downwards and continue if we found a transition from opaque to clear
                    {    // (x*2+1, y*2+1) is the top-right corner of the clear tile (i.e. the bottom-right of the opaque tile)
                        if (wasOpaque > 0)
                        {
                            top = new Slope(y * 2 + 1, x * 2);
                        }
                        wasOpaque = 0;
                    }
                }
            }

            if (wasOpaque != 0)
            {
                break;                 // if the column ended in a clear tile, continue processing the current sector
            }
        }
    }