Esempio n. 1
0
        private void RunUpdate(ref SensorDetectingNode node)
        {
            var sensor = node.Sensor;

            sensor.DetectedCells.Clear();
            var start = node.Position.Position;

            sensor.LastDetectedCenter = start;
            var fwd = node.Tr.ForwardDirection2D();
            var ls  = World.Get <LineOfSightSystem>();

            for (int i = 0; i < DirectionsExtensions.Length2D; i++)
            {
                var dir            = (Directions)i;
                var maxRowDistance = dir == fwd ? sensor.MaxVisionDistance : sensor.MaxHearDistance;
                var adjacent       = dir.Adjacent();
                ShadowFloodFill.CheckRow(
                    ref sensor.DetectedCells, start, start,
                    maxRowDistance, new[] { adjacent[0].ToPoint3(), adjacent[1].ToPoint3() }, dir.ToPoint3());
            }
            for (int i = 0; i < _occupyNodes.Max; i++)
            {
                if (_occupyNodes.IsInvalid(i))
                {
                    continue;
                }
                var visible = _occupyNodes[i];
                if (visible.Entity == node.Entity)
                {
                    continue;
                }
                if (!sensor.DetectedCells.Contains(visible.Position))
                {
                    continue;
                }
                var isVision = true;
                if (CheckVision)
                {
                    ls.CanSeeOrHear(node.Entity, visible.Entity, out isVision);
                }
                sensor.AddWatch(visible.Entity, isVision);
            }
            for (int w = sensor.WatchTargets.Count - 1; w >= 0; w--)
            {
                if (sensor.WatchTargets[w].Target == null)
                {
                    sensor.RemoveWatch(sensor.WatchTargets[w]);
                    continue;
                }
                sensor.WatchTargets[w].LastSensedTurnCount++;
                if (sensor.WatchTargets[w].LastSensedTurnCount > MaxTurnsNpcVisible)
                {
                    sensor.RemoveWatch(sensor.WatchTargets[w]);
                }
            }
        }
Esempio n. 2
0
        public void UpdateSenses()
        {
            //var watch = new System.Diagnostics.Stopwatch();
            //watch.Start();
            //ShadowFloodFill.GetVisiblePoints(Tr.position.ToCellGridP3(), MaxHearDistance, UpdateCellMapVisible, CurrentList.Contains);
            //watch.Stop();
            //Debug.LogFormat("Found {0} in {1}" ,CurrentList.Count, watch.Elapsed.TotalMilliseconds);
            var owner = this.GetEntity();
            var start = owner.Get <GridPosition>().Value;
            var fwd   = owner.Get <TransformComponent>().ForwardDirection2D();

            for (int i = 0; i < DirectionsExtensions.Length2D; i++)
            {
                var dir            = (Directions)i;
                var maxRowDistance = dir == fwd ? MaxVisionDistance : MaxHearDistance;
                var adjacent       = dir.Adjacent();
                ShadowFloodFill.CheckRow(
                    start, start, maxRowDistance, UpdateCellMapVisible, Cells.Contains, new[] {
                    adjacent[0].ToPoint3(), adjacent[1].ToPoint3()
                }, dir.ToPoint3());
            }
            UpdateWatchTargets();
            OnUpdate?.Invoke();
        }
Esempio n. 3
0
        public void OnPeriodicUpdate()
        {
            if (_visibleNodes == null)
            {
                _visibleNodes = EntityController.GetNodeList <UnitOccupyingCellNode>();
            }
            if (_sensorList == null)
            {
                _sensorList = EntityController.GetNodeList <SensorDetectingNode>();
            }
            if (_visibleNodes == null || _sensorList == null || !Game.GameActive || Game.Paused)
            {
                return;
            }
            var ls = World.Get <LineOfSightSystem>();

            for (int n = 0; n < _sensorList.Count; n++)
            {
                var node   = _sensorList[n];
                var sensor = node.Sensor.c;
                sensor.DetectedCells.Clear();
                var start = node.Position.c.Position;
                sensor.LastDetectedCenter = start;
                var fwd = node.Entity.Tr.ForwardDirection2D();
                for (int i = 0; i < DirectionsExtensions.Length2D; i++)
                {
                    var dir            = (Directions)i;
                    var maxRowDistance = dir == fwd ? sensor.MaxVisionDistance : sensor.MaxHearDistance;
                    var adjacent       = dir.Adjacent();
                    ShadowFloodFill.CheckRow(ref sensor.DetectedCells,
                                             start, start, maxRowDistance, new[] { adjacent[0].ToPoint3(), adjacent[1].ToPoint3() }, dir.ToPoint3());
                }
                for (int i = 0; i < _visibleNodes.Count; i++)
                {
                    var visible = _visibleNodes[i];
                    if (visible.Entity == node.Entity)
                    {
                        continue;
                    }
                    if (!sensor.DetectedCells.Contains(visible.Position.c))
                    {
                        continue;
                    }
                    var isVision = true;
                    if (CheckVision)
                    {
                        ls.CanSeeOrHear(node.Entity, visible.Entity, out isVision);
                    }
                    sensor.AddWatch(visible.Entity, isVision);
                }
                for (int w = sensor.WatchTargets.Count - 1; w >= 0; w--)
                {
                    if (sensor.WatchTargets[w].Target == null)
                    {
                        sensor.RemoveWatch(sensor.WatchTargets[w]);
                        continue;
                    }
                    sensor.WatchTargets[w].LastSensedTurnCount++;
                    if (sensor.WatchTargets[w].LastSensedTurnCount > MaxTurnsNpcVisible)
                    {
                        sensor.RemoveWatch(sensor.WatchTargets[w]);
                    }
                }
            }
        }