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https://github.com/Anuken/Mindustry.git
synced 2025-01-20 09:17:19 +07:00
Better team building presence check
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parent
eb299f5ec7
commit
224b1b022a
@ -70,8 +70,8 @@ public class BlockIndexer{
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for(Team team : Team.all){
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var data = state.teams.get(team);
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if(data != null){
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if(data.buildings != null) data.buildings.clear();
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if(data.turrets != null) data.turrets.clear();
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if(data.buildingTree != null) data.buildingTree.clear();
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if(data.turretTree != null) data.turretTree.clear();
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}
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}
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@ -113,17 +113,20 @@ public class BlockIndexer{
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}
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}
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//no longer part of the building list
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data.buildings.remove(tile.build);
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//update the unit cap when building is removed
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data.unitCap -= tile.block().unitCapModifier;
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//unregister building from building quadtree
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if(data.buildings != null){
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data.buildings.remove(build);
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if(data.buildingTree != null){
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data.buildingTree.remove(build);
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}
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//remove indexed turret
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if(data.turrets != null && build.block.attacks){
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data.turrets.remove(build);
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if(data.turretTree != null && build.block.attacks){
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data.turretTree.remove(build);
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}
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//is no longer registered
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@ -230,7 +233,7 @@ public class BlockIndexer{
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}else{
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breturnArray.clear();
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var buildings = team.data().buildings;
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var buildings = team.data().buildingTree;
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if(buildings == null) return false;
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buildings.intersect(wx - range, wy - range, range*2f, range*2f, b -> {
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if(b.within(wx, wy, range + b.hitSize() / 2f) && pred.get(b)){
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@ -256,7 +259,7 @@ public class BlockIndexer{
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breturnArray.clear();
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var buildings = team.data().buildings;
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var buildings = team.data().buildingTree;
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if(buildings == null) return false;
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buildings.intersect(rect, b -> {
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if(pred.get(b)){
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@ -324,7 +327,7 @@ public class BlockIndexer{
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breturnArray.clear();
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for(int i = 0; i < activeTeams.size; i++){
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Team team = activeTeams.items[i];
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var buildings = team.data().buildings;
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var buildings = team.data().buildingTree;
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if(buildings == null) continue;
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buildings.intersect(x - range, y - range, range*2f, range*2f, breturnArray);
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}
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@ -374,7 +377,7 @@ public class BlockIndexer{
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public Building findTile(Team team, float x, float y, float range, Boolf<Building> pred, boolean usePriority){
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Building closest = null;
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float dst = 0;
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var buildings = team.data().buildings;
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var buildings = team.data().buildingTree;
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if(buildings == null) return null;
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breturnArray.clear();
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@ -444,6 +447,9 @@ public class BlockIndexer{
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}
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}
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//record in list of buildings
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data.buildings.add(tile.build);
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//update the unit cap when new tile is registered
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data.unitCap += tile.block().unitCapModifier;
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@ -452,17 +458,17 @@ public class BlockIndexer{
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}
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//insert the new tile into the quadtree for targeting
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if(data.buildings == null){
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data.buildings = new QuadTree<>(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
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if(data.buildingTree == null){
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data.buildingTree = new QuadTree<>(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
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}
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data.buildings.insert(tile.build);
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data.buildingTree.insert(tile.build);
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if(tile.block().attacks && tile.build instanceof Ranged){
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if(data.turrets == null){
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data.turrets = new TurretQuadtree(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
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if(data.turretTree == null){
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data.turretTree = new TurretQuadtree(new Rect(0, 0, world.unitWidth(), world.unitHeight()));
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}
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data.turrets.insert(tile.build);
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data.turretTree.insert(tile.build);
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}
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notifyBuildDamaged(tile.build);
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@ -216,9 +216,8 @@ public class Control implements ApplicationListener, Loadable{
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float unitsPerTick = 1f;
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boolean anyBuilds = false;
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for(Tile tile : world.tiles){
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var build = tile.build;
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if(!(build instanceof CoreBuild) && build != null && build.team == state.rules.defaultTeam){
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for(var build : state.rules.defaultTeam.data().buildings){
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if(!(build instanceof CoreBuild)){
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var ccore = build.closestCore();
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if(ccore != null && build.within(ccore, state.rules.enemyCoreBuildRadius)){
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@ -211,7 +211,7 @@ public class Units{
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buildResult = null;
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cdist = 0f;
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var buildings = team.data().buildings;
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var buildings = team.data().buildingTree;
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if(buildings == null) return null;
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buildings.intersect(wx - range, wy - range, range*2f, range*2f, b -> {
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if(pred.get(b)){
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@ -466,7 +466,7 @@ public class Units{
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if(other.tree().any(x, y, width, height)){
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return true;
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}
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if(other.turrets != null && other.turrets.any(x, y, width, height)){
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if(other.turretTree != null && other.turretTree.any(x, y, width, height)){
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return true;
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}
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}
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@ -147,12 +147,12 @@ public class Teams{
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for(Team team : Team.all){
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TeamData data = team.data();
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data.presentFlag = false;
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data.presentFlag = data.buildings.size > 0;
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data.unitCount = 0;
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data.units.clear();
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data.players.clear();
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if(data.tree != null){
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data.tree.clear();
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if(data.unitTree != null){
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data.unitTree.clear();
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}
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if(data.typeCounts != null){
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@ -169,9 +169,7 @@ public class Teams{
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}
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}
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//update presence flag.
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Groups.build.each(b -> b.team.data().presentFlag = true);
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//TODO this is slow and dumb
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for(Unit unit : Groups.unit){
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if(unit.type == null) continue;
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TeamData data = unit.team.data();
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@ -243,21 +241,23 @@ public class Teams{
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public Queue<BlockPlan> blocks = new Queue<>();
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/** Quadtree for all buildings of this team. Null if not active. */
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public @Nullable QuadTree<Building> buildings;
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public @Nullable QuadTree<Building> buildingTree;
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/** Turrets by range. Null if not active. */
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public @Nullable QuadTree<Building> turrets;
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public @Nullable QuadTree<Building> turretTree;
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/** Quadtree for units of this team. Do not access directly. */
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public @Nullable QuadTree<Unit> unitTree;
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/** Current unit cap. Do not modify externally. */
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public int unitCap;
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/** Total unit count. */
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public int unitCount;
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/** Counts for each type of unit. Do not access directly. */
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public @Nullable int[] typeCounts;
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/** Quadtree for units of this team. Do not access directly. */
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public @Nullable QuadTree<Unit> tree;
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/** Units of this team. Updated each frame. */
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public Seq<Unit> units = new Seq<>();
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public Seq<Unit> units = new Seq<>(false);
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/** Same as units, but players. */
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public Seq<Player> players = new Seq<>();
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public Seq<Player> players = new Seq<>(false);
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/** All buildings. Updated on team change / building addition or removal. Includes even buildings that do not update(). */
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public Seq<Building> buildings = new Seq<>(false);
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/** Units of this team by type. Updated each frame. */
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public @Nullable Seq<Unit>[] unitsByType;
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@ -270,8 +270,8 @@ public class Teams{
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//grab all buildings from quadtree.
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var builds = new Seq<Building>();
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if(buildings != null){
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buildings.getObjects(builds);
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if(buildingTree != null){
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buildingTree.getObjects(builds);
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}
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//no remaining blocks, cease building if applicable
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@ -294,8 +294,8 @@ public class Teams{
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/** Make all buildings within this range derelict / explode. */
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public void makeDerelict(float x, float y, float range){
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var builds = new Seq<Building>();
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if(buildings != null){
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buildings.intersect(x - range, y - range, range * 2f, range * 2f, builds);
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if(buildingTree != null){
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buildingTree.intersect(x - range, y - range, range * 2f, range * 2f, builds);
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}
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for(var build : builds){
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@ -308,8 +308,8 @@ public class Teams{
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/** Make all buildings within this range explode. */
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public void timeDestroy(float x, float y, float range){
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var builds = new Seq<Building>();
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if(buildings != null){
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buildings.intersect(x - range, y - range, range * 2f, range * 2f, builds);
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if(buildingTree != null){
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buildingTree.intersect(x - range, y - range, range * 2f, range * 2f, builds);
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}
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for(var build : builds){
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@ -344,8 +344,8 @@ public class Teams{
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}
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public QuadTree<Unit> tree(){
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if(tree == null) tree = new QuadTree<>(Vars.world.getQuadBounds(new Rect()));
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return tree;
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if(unitTree == null) unitTree = new QuadTree<>(Vars.world.getQuadBounds(new Rect()));
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return unitTree;
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}
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public int countType(UnitType type){
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