Exemple #1
0
        /// <summary>
        /// Updates the collisionmap, adding the rectangle to the collisionmap, and performing new connections, as for placing nodes 
        /// </summary>
        /// <param name="rect"></param>
        public BuildingMesh PlaceBuilding(Rectangle rect)
        {
            CollisionChangedEvent e = new CollisionChangedEvent();
            e.collision = this;
            e.changedRect = rect;
            e.collisionAdded = true;

            long ticks = DateTime.UtcNow.Ticks;
            e.oldData = (Boolean[])data.Clone();
            Console.Out.WriteLine("Clone time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            Boolean color = true;
            // Update collisionmap data
            for (int i = rect.Left; i < rect.Right; i++)
            {
                for (int j = rect.Top; j < rect.Bottom; j++)
                {
                    data[PointToIndex(i, j)] = color;
                }
            }
            // Update collisionmap texture
            this.texture = BoolToTexture(Game1.GetInstance().graphics.GraphicsDevice, this.data, mapWidth, collisionMapTextureScale);
            e.newData = data;
            Console.Out.WriteLine("Data put time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            Node[] newNodes = new Node[4];
            RTSCollisionMap map = Game1.GetInstance().collision;
            newNodes[0] = new Node(map, rect.Left - 1, rect.Top - 1, true);
            newNodes[1] = new Node(map, rect.Right + 1, rect.Top - 1, true);
            newNodes[2] = new Node(map, rect.Left - 1, rect.Bottom + 1, true);
            newNodes[3] = new Node(map, rect.Right + 1, rect.Bottom + 1, true);
            Console.Out.WriteLine("Node create time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            BuildingMesh mesh = new BuildingMesh(this);
            mesh.rect = rect;
            mesh.createdNodes = newNodes;
            LinkedList<PathfindingNode> nodes = PathfindingNodeManager.GetInstance().nodeList;
            foreach (PathfindingNode node in nodes)
            {
                if (rect.Contains(node.GetLocation())) mesh.removedNodes.AddLast(node.GetLocation());
            }
            Console.Out.WriteLine("Mesh create time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            LinkedList<Node> processedNodes = new LinkedList<Node>();
            int nodesAdded = 0;
            foreach (Node newNode in newNodes)
            {
                foreach (Node connectedNode in newNode.GetConnectedNodes())
                {
                    // Let's not process things twice, as it's quite a heavy computation
                    if (!processedNodes.Contains(connectedNode))
                    {
                        // Remove its current nodes
                        connectedNode.RemoveAllConnections();
                        // Scedule it for reprocessing
                        SmartPathfindingNodeProcessor.GetInstance().Push(connectedNode);
                        processedNodes.AddLast(connectedNode);
                        nodesAdded++;
                    }
                }
            }

            Console.Out.WriteLine("Node connection time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms, adding " + nodesAdded + " nodes");

            ticks = DateTime.UtcNow.Ticks;
            FireCollisionChangedEvent(e);
            Console.Out.WriteLine("Event time: " + (DateTime.UtcNow.Ticks - ticks));
            return mesh;
        }
Exemple #2
0
        /// <summary>
        /// Updates the collisionmap, adding the rectangle to the collisionmap, and performing new connections, as for placing nodes 
        /// </summary>
        /// <param name="rect"></param>
        public BuildingMesh PlaceBuilding(Rectangle rect)
        {
            CollisionChangedEvent e = new CollisionChangedEvent();
            e.collisionMap = this;
            e.changedRect = rect;
            e.collisionAdded = true;

            long ticks = DateTime.UtcNow.Ticks;
            this.UpdateCollisionMap(rect, true);
            Console.Out.WriteLine("Data put time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            Node[] newNodes = new Node[4];
            RTSCollisionMap map = Game1.GetInstance().map.collisionMap;
            newNodes[0] = new Node(map, rect.Left - 1, rect.Top - 1, false);
            newNodes[1] = new Node(map, rect.Right + 1, rect.Top - 1, false);
            newNodes[2] = new Node(map, rect.Left - 1, rect.Bottom + 1, false);
            newNodes[3] = new Node(map, rect.Right + 1, rect.Bottom + 1, false);
            Console.Out.WriteLine("Node create time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");

            ticks = DateTime.UtcNow.Ticks;
            BuildingMesh mesh = new BuildingMesh(this);
            mesh.rect = rect;
            mesh.createdNodes = newNodes;
            PathfindingNodeManager manager = PathfindingNodeManager.GetInstance();
            for (int i = 0; i < manager.GetNodeCount(); i++)
            {
                Node node = (Node)manager.GetNodeAt(i);
                if (rect.Contains(node.GetLocation())) mesh.removedNodes.AddLast(node.GetLocation());
            }
            Console.Out.WriteLine("Mesh create time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms");
            /*
            ticks = DateTime.UtcNow.Ticks;
            CustomArrayList<Node> processedNodes = new CustomArrayList<Node>();
            int nodesAdded = 0;
            foreach (Node newNode in newNodes)
            {
            }

            Console.Out.WriteLine("Node connection time: " + (DateTime.UtcNow.Ticks - ticks) / 10000 + "ms, adding " + nodesAdded + " nodes");
            */
            ticks = DateTime.UtcNow.Ticks;
            FireCollisionChangedEvent(e);
            Console.Out.WriteLine("Event time: " + (DateTime.UtcNow.Ticks - ticks));
            return mesh;
        }