public override void apply(Sim g) { if (player.mapHack) return; // remove visibility from specified tiles for (int i = 0; i < tiles.Count; i++) { if (tiles[i].playerVisLatest(player) && !tiles[i].playerDirectVisLatest(player)) { tiles[i].playerVis[player.id].Add(time); player.unseenTiles++; } else { tiles[i] = null; } } // add events to remove visibility from surrounding tiles foreach (Tile tile in tiles) { if (tile != null) { for (int tX = Math.Max(0, tile.x - 1); tX <= Math.Min(g.tileLen() - 1, tile.x + 1); tX++) { for (int tY = Math.Max(0, tile.y - 1); tY <= Math.Min(g.tileLen() - 1, tile.y + 1); tY++) { if ((tX != tile.x || tY != tile.y) && g.tiles[tX, tY].playerVisLatest(player)) { // ISSUE #29: lose visibility in a circle instead of a square g.tiles[tX, tY].playerVisRemove(player, time + (1 << FP.precision) / g.maxSpeed); } } } } } if (Sim.enableNonLivePaths) { // check if a tile stopped being exclusive to this player, or became exclusive to another player Tile prevTile = null; foreach (Tile tile in tiles) { if (tile != null) { int tXMax = Math.Min(g.tileLen() - 1, tile.x + g.tileVisRadius()); int tYMax = Math.Min(g.tileLen() - 1, tile.y + g.tileVisRadius()); for (int tX = Math.Max(0, tile.x - g.tileVisRadius()); tX <= tXMax; tX++) { for (int tY = Math.Max(0, tile.y - g.tileVisRadius()); tY <= tYMax; tY++) { if (g.inVis(tX - tile.x, tY - tile.y) && (prevTile == null || !g.inVis(tX - prevTile.x, tY - prevTile.y))) { foreach (Player player2 in g.players) { if (player2 == player && g.tiles[tX, tY].exclusiveLatest(player2)) { g.tiles[tX, tY].exclusiveRemove(player2, time); } else if (player2 != player && !g.tiles[tX, tY].exclusiveLatest(player2) && g.tiles[tX, tY].calcExclusive(player2)) { g.tiles[tX, tY].exclusiveAdd(player2, time); } } } } } prevTile = tile; } } } }
public override void apply(Sim g) { bool anyoneMoved = false; foreach (Path path in g.paths) { int tXPrev, tYPrev; if (path.timeSimPast == long.MaxValue && path.tileX != Sim.offMap && path.updateTilePos(time, out tXPrev, out tYPrev)) { anyoneMoved = true; int exclusiveMinX = g.tileLen() - 1; int exclusiveMaxX = 0; int exclusiveMinY = g.tileLen() - 1; int exclusiveMaxY = 0; // add path to visibility tiles for (int tX = Math.Max (0, path.tileX - g.tileVisRadius()); tX <= Math.Min (g.tileLen () - 1, path.tileX + g.tileVisRadius()); tX++) { for (int tY = Math.Max (0, path.tileY - g.tileVisRadius()); tY <= Math.Min (g.tileLen () - 1, path.tileY + g.tileVisRadius()); tY++) { if (!g.inVis(tX - tXPrev, tY - tYPrev) && g.inVis(tX - path.tileX, tY - path.tileY)) { if (!g.tiles[tX, tY].playerVisLatest(path.player)) { // make tile visible to this player g.tiles[tX, tY].playerVis[path.player.id].Add(time); path.player.unseenTiles--; if (Sim.enableNonLivePaths) { if (tX < exclusiveMinX) exclusiveMinX = tX; if (tX > exclusiveMaxX) exclusiveMaxX = tX; if (tY < exclusiveMinY) exclusiveMinY = tY; if (tY > exclusiveMaxY) exclusiveMaxY = tY; } } // check if this tile stopped being exclusive to another player if (Sim.enableNonLivePaths && !path.player.immutable) { foreach (Player player in g.players) { if (player != path.player && g.tiles[tX, tY].exclusiveLatest(player)) { g.tiles[tX, tY].exclusiveRemove(player, time); } } } } } } // remove path from visibility tiles for (int tX = Math.Max (0, tXPrev - g.tileVisRadius()); tX <= Math.Min (g.tileLen () - 1, tXPrev + g.tileVisRadius()); tX++) { for (int tY = Math.Max (0, tYPrev - g.tileVisRadius()); tY <= Math.Min (g.tileLen () - 1, tYPrev + g.tileVisRadius()); tY++) { if (g.inVis(tX - tXPrev, tY - tYPrev) && !g.inVis(tX - path.tileX, tY - path.tileY)) { // check if player can't directly see this tile anymore if (g.tiles[tX, tY].playerVisLatest(path.player) && !g.tiles[tX, tY].playerDirectVisLatest(path.player)) { long timePlayerVis = long.MaxValue; // find lowest time that surrounding tiles lost visibility for (int tX2 = Math.Max(0, tX - 1); tX2 <= Math.Min(g.tileLen() - 1, tX + 1); tX2++) { for (int tY2 = Math.Max(0, tY - 1); tY2 <= Math.Min(g.tileLen() - 1, tY + 1); tY2++) { if ((tX2 != tX || tY2 != tY) && !g.tiles[tX2, tY2].playerVisLatest(path.player)) { if (g.tiles[tX2, tY2].playerVis[path.player.id].Count == 0) { timePlayerVis = long.MinValue; } else if (g.tiles[tX2, tY2].playerVis[path.player.id].Last () < timePlayerVis) { timePlayerVis = g.tiles[tX2, tY2].playerVis[path.player.id].Last (); } } } } // if player can't see all neighboring tiles, they won't be able to tell if another player's unit moves into this tile // so remove this tile's visibility for this player if (timePlayerVis != long.MaxValue) { timePlayerVis = Math.Max(time, timePlayerVis + (1 << FP.precision) / g.maxSpeed); // ISSUE #29: lose visibility in a circle instead of a square g.tiles[tX, tY].playerVisRemove(path.player, timePlayerVis); } } // check if this tile became exclusive to a player using map hack if (Sim.enableNonLivePaths && !path.player.immutable) { foreach (Player player in g.players) { if (player != path.player && player.mapHack && !g.tiles[tX, tY].exclusiveLatest (player) && g.tiles[tX, tY].calcExclusive (player)) { g.tiles[tX, tY].exclusiveAdd(player, time); } } } } } } if (Sim.enableNonLivePaths) { // apply PlayerVisRemoveEvts that occur immediately foreach (SimEvt evt in g.events) { if (evt.time > time) break; if (evt is PlayerVisRemoveEvt) { PlayerVisRemoveEvt visEvt = evt as PlayerVisRemoveEvt; if (visEvt.player == path.player) { visEvt.apply (g); g.events.Remove (evt); break; } } } // check if tiles became exclusive to this player exclusiveMinX = Math.Max(0, exclusiveMinX - g.tileVisRadius()); exclusiveMaxX = Math.Min(g.tileLen() - 1, exclusiveMaxX + g.tileVisRadius()); exclusiveMinY = Math.Max(0, exclusiveMinY - g.tileVisRadius()); exclusiveMaxY = Math.Min(g.tileLen() - 1, exclusiveMaxY + g.tileVisRadius()); for (int tX = exclusiveMinX; tX <= exclusiveMaxX; tX++) { for (int tY = exclusiveMinY; tY <= exclusiveMaxY; tY++) { if (!g.tiles[tX, tY].exclusiveLatest(path.player) && g.tiles[tX, tY].calcExclusive(path.player)) { g.tiles[tX, tY].exclusiveAdd(path.player, time); } } } // add waypoints for units foreach (Unit unit in path.segmentWhen (time).units) { unit.addWaypoint (time, path); } } if (tXPrev >= 0 && tXPrev < g.tileLen() && tYPrev >= 0 && tYPrev < g.tileLen()) { // if this path moved out of another player's direct visibility, remove that player's visibility here if (path.tileX >= 0 && path.tileX < g.tileLen() && path.tileY >= 0 && path.tileY < g.tileLen()) { if (!path.player.immutable) { foreach (Player player in g.players) { if (player != path.player && g.tiles[tXPrev, tYPrev].playerDirectVisLatest(player) && !g.tiles[path.tileX, path.tileY].playerDirectVisLatest(player)) { for (int tX = Math.Max(0, path.tileX - 1); tX <= Math.Min(g.tileLen() - 1, path.tileX + 1); tX++) { for (int tY = Math.Max(0, path.tileY - 1); tY <= Math.Min(g.tileLen() - 1, path.tileY + 1); tY++) { // ISSUE #30: perhaps use more accurate time at tiles other than (path.tileX, path.tileY) g.tiles[tX, tY].playerVisRemove(player, time); } } } } } } // if this player can no longer directly see another player's path, remove this player's visibility there foreach (int i in g.tiles[tXPrev, tYPrev].pathVis.Keys) { Tile iTile = g.paths[i].tileWhen (time); if (g.paths[i].player != path.player && !g.paths[i].player.immutable && g.paths[i].segments.Last ().units.Count > 0 && g.inVis(iTile.x - tXPrev, iTile.y - tYPrev) && !iTile.playerDirectVisLatest(path.player)) { for (int tX = Math.Max(0, iTile.x - 1); tX <= Math.Min(g.tileLen() - 1, iTile.x + 1); tX++) { for (int tY = Math.Max(0, iTile.y - 1); tY <= Math.Min(g.tileLen() - 1, iTile.y + 1); tY++) { // ISSUE #30: perhaps use more accurate time at tiles other than (paths[i].tileX, paths[i].tileY) g.tiles[tX, tY].playerVisRemove(path.player, time); } } } } } } } if (anyoneMoved) { // update which paths are known to be unseen foreach (Path path in g.paths) { if (path.tileX >= 0 && path.tileX < g.tileLen() && path.tileY >= 0 && path.tileY < g.tileLen()) { if (!path.segments.Last ().unseen && g.tiles[path.tileX, path.tileY].exclusiveLatest(path.player)) { // path is now unseen Segment segment = path.insertSegment(time); segment.unseen = true; foreach (Unit unit in segment.units) { unit.addWaypoint (time, path); } } else if (path.segments.Last ().unseen && !g.tiles[path.tileX, path.tileY].exclusiveLatest(path.player)) { // path is now seen Segment segment = path.insertSegment(time); foreach (Unit unit in segment.units.OrderByDescending (u => u.type.seePrecedence)) { if (segment.units.Count <= path.nSeeUnits) break; new SegmentUnit(segment, unit).delete (); } path.nSeeUnits = int.MaxValue; if (!g.deleteOtherPaths (segment.segmentUnits(), false, true)) throw new SystemException("failed to delete other paths of seen path"); segment.unseen = false; foreach (Unit unit in segment.units) { unit.clearWaypoints (time); } } } } } g.events.addEvt (new TileUpdateEvt(time + g.tileInterval)); }