Exemple #1
0
        public ActorMap(World world, ActorMapInfo info)
        {
            this.info = info;
            map       = world.Map;
            influence = new[] { new CellLayer <InfluenceNode>(world.Map) };

            cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
            rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
            bins = new Bin[rows * cols];
            for (var row = 0; row < rows; row++)
            {
                for (var col = 0; col < cols; col++)
                {
                    bins[row * cols + col] = new Bin();
                }
            }

            // PERF: Cache this delegate so it does not have to be allocated repeatedly.
            actorShouldBeRemoved = removeActorPosition.Contains;

            LargestActorRadius = map.Rules.Actors.SelectMany(a => a.Value.TraitInfos <HitShapeInfo>()).Max(h => h.Type.OuterRadius);
            var blockers = map.Rules.Actors.Where(a => a.Value.HasTraitInfo <IBlocksProjectilesInfo>());

            LargestBlockingActorRadius = blockers.Any() ? blockers.SelectMany(a => a.Value.TraitInfos <HitShapeInfo>()).Max(h => h.Type.OuterRadius) : WDist.Zero;
        }
Exemple #2
0
        public ActorMap(World world, ActorMapInfo info)
        {
            this.info = info;
            map       = world.Map;
            influence = new CellLayer <InfluenceNode>(world.Map);

            cols = CellCoordToBinIndex(world.Map.MapSize.X) + 1;
            rows = CellCoordToBinIndex(world.Map.MapSize.Y) + 1;
            bins = new Bin[rows * cols];
            for (var row = 0; row < rows; row++)
            {
                for (var col = 0; col < cols; col++)
                {
                    bins[row * cols + col] = new Bin();
                }
            }

            // PERF: Cache this delegate so it does not have to be allocated repeatedly.
            actorShouldBeRemoved = removeActorPosition.Contains;
        }