project-meteor-server/FFXIVClassic Map Server/Zone.cs

73 lines
2.2 KiB
C#

using FFXIVClassic_Map_Server.dataobjects;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server
{
class Zone
{
public uint mapId;
public int boundingGridSize = 200;
private Dictionary<Tuple<int, int>, List<Actor>> actorBlock = new Dictionary<Tuple<int, int>, List<Actor>>();
public void addActorToZone(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
}
public void removeActorToZone(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Remove(actor);
}
public void updateActorPosition(Actor actor)
{
int gridX = (int)actor.positionX / boundingGridSize;
int gridY = (int)actor.positionY / boundingGridSize;
int gridOldX = (int)actor.oldPositionX / boundingGridSize;
int gridOldY = (int)actor.oldPositionY / boundingGridSize;
//Still in same block
if (gridX == gridOldX && gridY == gridOldY)
return;
lock (actorBlock)
actorBlock[Tuple.Create(gridOldX, gridOldY)].Remove(actor);
lock (actorBlock)
actorBlock[Tuple.Create(gridX, gridY)].Add(actor);
}
public List<Actor> getActorsAroundPoint(float x, float y, int checkDistance)
{
int gridX = (int)x/boundingGridSize;
int gridY = (int)y/boundingGridSize;
List<Actor> result = new List<Actor>();
for (int gx = gridX - checkDistance; gx <= gridX + checkDistance; gx++)
{
for (int gy = gridY - checkDistance; gy <= gridY + checkDistance; gy++)
{
result.AddRange(actorBlock[Tuple.Create(gx, gy)]);
}
}
return result;
}
}
}