コード例 #1
0
        /// <summary>
        /// Calculates the next affected grid vertices.
        /// </summary>
        /// <param name="source">The current flooded grid vertex.</param>
        public void Flood(GridVertex source, int currentSteps)
        {
            if (Range - currentSteps <= 0)
            {
                return;
            }
            Game game = Unit.Engine3D.Source as Game;

            foreach (GridVertex target in source.Adjacent())
            {
                if (target.IsInsideBoundaries(game.Terrain.Size))
                {
                    double h = Math.Abs(game.Terrain.HeightMap[target.U, target.V] - game.Terrain.HeightMap[source.U, source.V]);
                    if (h <= Unit.Stability)
                    {
                        if (!AffectedPaths.ContainsKey(target))
                        {
                            AffectedPaths.Add(target, source);
                            Flood(target, currentSteps + 1);
                        }
                        else if (currentSteps < TraceSteps(target))
                        {
                            AffectedPaths.Remove(target);
                            AffectedPaths.Add(target, source);
                            Flood(target, currentSteps + 1);
                        }
                    }
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// The grid faces occupied by this unit.
        /// </summary>
        /// <returns></returns>
        public HashSet <GridFace> OccupiedFaces(int size, GridVertex pos)
        {
            switch (size)
            {
            case 1:
                return(pos.Touches());

            case 2:
                HashSet <GridFace> faces = new HashSet <GridFace>();
                foreach (GridVertex vert in pos.Adjacent())
                {
                    faces.UnionWith(vert.Touches());
                }
                return(faces);

            default:
                return(null);
            }
        }