예제 #1
0
        void UpdateCellBlocking(CPos cell)
        {
            using (new PerfSample("locomotor_cache"))
            {
                var cache = cell.Layer == 0 ? blockingCache : customLayerBlockingCache[cell.Layer];

                var actors   = actorMap.GetActorsAt(cell);
                var cellFlag = CellFlag.HasFreeSpace;

                if (!actors.Any())
                {
                    cache[cell] = new CellCache(default(LongBitSet <PlayerBitMask>), cellFlag);
                    return;
                }

                if (sharesCell && actorMap.HasFreeSubCell(cell))
                {
                    cache[cell] = new CellCache(default(LongBitSet <PlayerBitMask>), cellFlag);
                    return;
                }

                var cellImmovablePlayers = default(LongBitSet <PlayerBitMask>);
                var cellCrushablePlayers = world.AllPlayersMask;

                foreach (var actor in actors)
                {
                    var actorImmovablePlayers = world.AllPlayersMask;
                    var actorCrushablePlayers = world.NoPlayersMask;

                    var crushables = actor.TraitsImplementing <ICrushable>();
                    var mobile     = actor.OccupiesSpace as Mobile;
                    var isMovable  = mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable;
                    var isMoving   = isMovable && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);

                    var building      = actor.OccupiesSpace as Building;
                    var isTransitOnly = building != null && building.TransitOnlyCells().Contains(cell);

                    if (isTransitOnly)
                    {
                        cellFlag |= CellFlag.HasTransitOnlyActor;
                        continue;
                    }

                    if (crushables.Any())
                    {
                        cellFlag |= CellFlag.HasCrushableActor;
                        foreach (var crushable in crushables)
                        {
                            actorCrushablePlayers = actorCrushablePlayers.Union(crushable.CrushableBy(actor, Info.Crushes));
                        }
                    }

                    if (isMoving)
                    {
                        cellFlag |= CellFlag.HasMovingActor;
                    }
                    else
                    {
                        cellFlag |= CellFlag.HasStationaryActor;
                    }

                    if (isMovable)
                    {
                        cellFlag |= CellFlag.HasMovableActor;
                        actorImmovablePlayers = actorImmovablePlayers.Except(actor.Owner.AlliedPlayersMask);
                    }

                    // PERF: Only perform ITemporaryBlocker trait look-up if mod/map rules contain any actors that are temporary blockers
                    if (world.RulesContainTemporaryBlocker)
                    {
                        // If there is a temporary blocker in this cell.
                        if (actor.TraitOrDefault <ITemporaryBlocker>() != null)
                        {
                            cellFlag |= CellFlag.HasTemporaryBlocker;
                        }
                    }

                    cellCrushablePlayers = cellCrushablePlayers.Intersect(actorCrushablePlayers);
                    cellImmovablePlayers = cellImmovablePlayers.Union(actorImmovablePlayers);
                }

                cache[cell] = new CellCache(cellImmovablePlayers, cellFlag, cellCrushablePlayers);
            }
        }
예제 #2
0
        void UpdateCellBlocking(CPos cell)
        {
            using (new PerfSample("locomotor_cache"))
            {
                var actors = actorMap.GetActorsAt(cell);

                if (!actors.Any())
                {
                    blockingCache[cell] = new CellCache(default(LongBitSet <PlayerBitMask>), CellFlag.HasFreeSpace);
                    return;
                }

                if (sharesCell && actorMap.HasFreeSubCell(cell))
                {
                    blockingCache[cell] = new CellCache(default(LongBitSet <PlayerBitMask>), CellFlag.HasFreeSpace);
                    return;
                }

                var cellFlag             = CellFlag.HasActor;
                var cellBlockedPlayers   = default(LongBitSet <PlayerBitMask>);
                var cellCrushablePlayers = world.AllPlayersMask;

                foreach (var actor in actors)
                {
                    var actorBlocksPlayers = world.AllPlayersMask;
                    var crushables         = actor.TraitsImplementing <ICrushable>();
                    var mobile             = actor.OccupiesSpace as Mobile;
                    var isMoving           = mobile != null && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);

                    if (crushables.Any())
                    {
                        cellFlag |= CellFlag.HasCrushableActor;
                        foreach (var crushable in crushables)
                        {
                            cellCrushablePlayers = cellCrushablePlayers.Intersect(crushable.CrushableBy(actor, Info.Crushes));
                        }
                    }
                    else
                    {
                        cellCrushablePlayers = world.NoPlayersMask;
                    }

                    if (isMoving)
                    {
                        actorBlocksPlayers = actorBlocksPlayers.Except(actor.Owner.AlliedPlayersMask);
                        cellFlag          |= CellFlag.HasMovingActor;
                    }

                    // PERF: Only perform ITemporaryBlocker trait look-up if mod/map rules contain any actors that are temporary blockers
                    if (world.RulesContainTemporaryBlocker)
                    {
                        // If there is a temporary blocker in this cell.
                        if (actor.TraitOrDefault <ITemporaryBlocker>() != null)
                        {
                            cellFlag |= CellFlag.HasTemporaryBlocker;
                        }
                    }

                    cellBlockedPlayers = cellBlockedPlayers.Union(actorBlocksPlayers);
                }

                blockingCache[cell] = new CellCache(cellBlockedPlayers, cellFlag, cellCrushablePlayers);
            }
        }