(6f231d0fc) Add generic methods for getting linked map entities. TODO: memory-optimized overload for hulls.

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:43:33 +03:00
parent 3d7b229385
commit 3153771cc7
32 changed files with 439 additions and 271 deletions
@@ -20,14 +20,14 @@ namespace Barotrauma
protected List<ushort> linkedToID;
//observable collection because some entities may need to be notified when the collection is modified
public ObservableCollection<MapEntity> linkedTo;
public readonly ObservableCollection<MapEntity> linkedTo = new ObservableCollection<MapEntity>();
private bool flippedX, flippedY;
public bool FlippedX { get { return flippedX; } }
public bool FlippedY { get { return flippedY; } }
public bool ShouldBeSaved = true;
//the position and dimensions of the entity
protected Rectangle rect;
@@ -41,21 +41,21 @@ namespace Barotrauma
get { return isHighlighted || ExternalHighlight; }
set { isHighlighted = value; }
}
public virtual Rectangle Rect
{
get { return rect; }
set { rect = value; }
}
public Rectangle WorldRect
{
get { return Submarine == null ? rect : new Rectangle((int)(Submarine.Position.X + rect.X), (int)(Submarine.Position.Y + rect.Y), rect.Width, rect.Height); }
}
public virtual Sprite Sprite
public virtual Sprite Sprite
{
get { return null; }
get { return null; }
}
public virtual bool DrawBelowWater
@@ -81,7 +81,7 @@ namespace Barotrauma
return false;
}
}
public virtual bool Linkable
{
get { return false; }
@@ -129,7 +129,7 @@ namespace Barotrauma
set
{
if (aiTarget == null) return;
aiTarget.SoundRange = value;
aiTarget.SoundRange = value;
}
}
@@ -161,13 +161,13 @@ namespace Barotrauma
// Quick undo/redo for size and movement only. TODO: Remove if we do a more general implementation.
private Memento<Rectangle> rectMemento;
public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
{
this.prefab = prefab;
Scale = prefab != null ? prefab.Scale : 1;
}
public virtual void Move(Vector2 amount)
public virtual void Move(Vector2 amount)
{
rect.X += (int)amount.X;
rect.Y += (int)amount.Y;
@@ -205,7 +205,7 @@ namespace Barotrauma
Debug.Assert(clones.Count == entitiesToClone.Count);
//clone links between the entities
for (int i = 0; i < clones.Count; i++)
for (int i = 0; i < clones.Count; i++)
{
if (entitiesToClone[i].linkedTo == null) continue;
foreach (MapEntity linked in entitiesToClone[i].linkedTo)
@@ -265,22 +265,22 @@ namespace Barotrauma
return clones;
}
protected void InsertToList()
{
int i = 0;
if (Sprite==null)
if (Sprite == null)
{
mapEntityList.Add(this);
return;
}
while (i<mapEntityList.Count)
while (i < mapEntityList.Count)
{
i++;
Sprite existingSprite = mapEntityList[i-1].Sprite;
Sprite existingSprite = mapEntityList[i - 1].Sprite;
if (existingSprite == null) continue;
#if CLIENT
if (existingSprite.Texture == this.Sprite.Texture) break;
@@ -289,7 +289,7 @@ namespace Barotrauma
mapEntityList.Insert(i, this);
}
/// <summary>
/// Remove the entity from the entity list without removing links to other entities
/// </summary>
@@ -319,14 +319,14 @@ namespace Barotrauma
if (linkedTo != null)
{
for (int i = linkedTo.Count - 1; i >= 0; i-- )
for (int i = linkedTo.Count - 1; i >= 0; i--)
{
linkedTo[i].RemoveLinked(this);
}
linkedTo.Clear();
}
}
/// <summary>
/// Call Update() on every object in Entity.list
/// </summary>
@@ -409,7 +409,7 @@ namespace Barotrauma
try
{
MethodInfo loadMethod = t.GetMethod("Load", new [] { typeof(XElement), typeof(Submarine) });
MethodInfo loadMethod = t.GetMethod("Load", new[] { typeof(XElement), typeof(Submarine) });
if (loadMethod == null)
{
DebugConsole.ThrowError("Could not find the method \"Load\" in " + t + ".");
@@ -484,7 +484,7 @@ namespace Barotrauma
linkedSub.OnMapLoaded();
}
}
public virtual void OnMapLoaded() { }
public virtual XElement Save(XElement parentElement)
@@ -499,6 +499,37 @@ namespace Barotrauma
if (linkedTo.Contains(e)) linkedTo.Remove(e);
}
/// <summary>
/// Gets all linked entities of specific type.
/// </summary>
public HashSet<T> GetLinkedEntities<T>(HashSet<T> list = null, int? maxDepth = null) where T : MapEntity
{
list = list ?? new HashSet<T>();
int startDepth = 0;
GetLinkedEntitiesRecursive<T>(this, list, ref startDepth, maxDepth);
return list;
}
/// <summary>
/// Gets all linked entities of specific type.
/// </summary>
private static void GetLinkedEntitiesRecursive<T>(MapEntity mapEntity, HashSet<T> linkedTargets, ref int depth, int? maxDepth = null) where T : MapEntity
{
if (depth > maxDepth) { return; }
foreach (var linkedEntity in mapEntity.linkedTo)
{
if (linkedEntity is T linkedTarget)
{
if (!linkedTargets.Contains(linkedTarget))
{
linkedTargets.Add(linkedTarget);
depth++;
GetLinkedEntitiesRecursive(linkedEntity, linkedTargets, ref depth, maxDepth);
}
}
}
}
#region Serialized properties
// We could use NaN or nullables, but in this case the first is not preferable, because it needs to be checked every time the value is used.
// Nullable on the other requires boxing that we don't want to do too often, since it generates garbage.