addStackEvts() public method

adds events to stack specified paths as they arrive
public addStackEvts ( List stackPaths, int nSeeUnits ) : void
stackPaths List
nSeeUnits int
return void
Esempio n. 1
0
 public override void apply(Sim g)
 {
     Dictionary<Path, List<Unit>> exPaths = existingPaths (g);
     List<Path> movedPaths = new List<Path> { g.paths[stackPath] };
     // move paths to final location of stackPath
     // related to ISSUE #20: if stackPathVal < 0 (pressing stack button will do that) then move all paths to their average location
     foreach (KeyValuePair<Path, List<Unit>> path in exPaths) {
         if (path.Key.speed == g.paths[stackPath].speed && path.Key.canMove (timeCmd, path.Value) && !movedPaths.Contains (path.Key)) {
             movedPaths.Add (path.Key.moveTo (timeCmd, new List<Unit>(path.Value), g.paths[stackPath].moves.Last ().vecEnd, autoTimeTravel));
         }
     }
     // if able to move any of the paths, add events to stack them as they arrive
     g.addStackEvts (movedPaths, nSeeUnits);
 }
Esempio n. 2
0
 public override void apply(Sim g)
 {
     Dictionary<Path, List<Unit>> exPaths = existingPaths (g);
     List<List<Path>> formationOrder = new List<List<Path>>();
     List<int> nSeeUnits = new List<int>();
     FP.Vector goal, rows = new FP.Vector(), offset = new FP.Vector();
     long spacing = 0;
     // order paths in formation
     foreach (KeyValuePair<Path, List<Unit>> path in exPaths) {
         if (path.Key.canMove(timeCmd, path.Value)) {
             int i;
             for (i = 0; i < formationOrder.Count; i++) {
                 if (path.Key.moves.Last ().vecEnd.x == formationOrder[i][0].moves.Last ().vecEnd.x
                     && path.Key.moves.Last ().vecEnd.y == formationOrder[i][0].moves.Last ().vecEnd.y) {
                     SimEvt evt = g.events.FindLast (e => e is StackEvt && (e as StackEvt).paths.Contains (path.Key)
                         && formationOrder[i].Find (p => (e as StackEvt).paths.Contains (p)) != null);
                     if (evt != null) {
                         // path is trying to stack onto another commanded path
                         formationOrder[i].Add (path.Key);
                         nSeeUnits[i] = (evt as StackEvt).nSeeUnits;
                         break;
                     }
                 }
             }
             if (i == formationOrder.Count) {
                 // path isn't trying to stack onto another commanded path
                 formationOrder.Add (new List<Path> { path.Key });
                 nSeeUnits.Add (int.MaxValue);
             }
             if (formation == Formation.Tight) {
                 // calculate spacing for tight formation
                 foreach (Unit unit in path.Value) {
                     if (unit.type.tightFormationSpacing > spacing) spacing = unit.type.tightFormationSpacing;
                 }
             }
         }
     }
     if (formationOrder.Count == 0) return;
     // calculate spacing
     // (if tight formation, then spacing was already calculated above)
     // ISSUE #28: loose formation should be triangular
     if (formation == Formation.Loose) {
         spacing = FP.mul(g.visRadius, FP.sqrt2) >> FP.precision << FP.precision;
     } else if (formation == Formation.Ring) {
         spacing = (g.visRadius * 2 >> FP.precision) - 1 << FP.precision;
     }
     if (formation == Formation.Tight || formation == Formation.Loose) {
         rows.x = FP.sqrt(formationOrder.Count);
         rows.y = (formationOrder.Count - 1) / rows.x + 1;
         offset = (rows - new FP.Vector(1, 1)) * spacing / 2;
     } else if (formation == Formation.Ring) {
         offset.x = (formationOrder.Count == 1) ? 0 : FP.div(spacing / 2, FP.sin(FP.pi / formationOrder.Count));
         offset.y = offset.x;
     } else {
         throw new NotImplementedException("requested formation is not implemented");
     }
     if (pos.x < Math.Min(offset.x, g.mapSize / 2)) pos.x = Math.Min(offset.x, g.mapSize / 2);
     if (pos.x > g.mapSize - Math.Min(offset.x, g.mapSize / 2)) pos.x = g.mapSize - Math.Min(offset.x, g.mapSize / 2);
     if (pos.y < Math.Min(offset.y, g.mapSize / 2)) pos.y = Math.Min(offset.y, g.mapSize / 2);
     if (pos.y > g.mapSize - Math.Min(offset.y, g.mapSize / 2)) pos.y = g.mapSize - Math.Min(offset.y, g.mapSize / 2);
     // move units
     for (int i = 0; i < formationOrder.Count; i++) {
         List<Path> movedPaths = new List<Path>();
         foreach (Path path in formationOrder[i]) {
             if (formation == Formation.Tight || formation == Formation.Loose) {
                 goal = pos + new FP.Vector((i % rows.x) * spacing - offset.x, i / rows.x * spacing - offset.y);
             } else if (formation == Formation.Ring) {
                 goal = pos + offset.x * new FP.Vector(FP.cos(2 * FP.pi * i / formationOrder.Count), FP.sin(2 * FP.pi * i / formationOrder.Count));
             } else {
                 throw new NotImplementedException("requested formation is not implemented");
             }
             movedPaths.Add (path.moveTo(timeCmd, new List<Unit>(exPaths[path]), goal, autoTimeTravel));
         }
         g.addStackEvts (movedPaths, nSeeUnits[i]);
     }
 }