Pathfinding fixes
This commit is contained in:
@@ -344,6 +344,10 @@ public class ControlPathfinder{
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requests.clear();
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}
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public static boolean isNearObstacle(Unit unit, int x1, int y1, int x2, int y2){
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return raycast(unit.team().id, unit.type.pathCost, x1, y1, x2, y2);
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}
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private static boolean raycast(int team, PathCost type, int x1, int y1, int x2, int y2){
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int ww = wwidth, wh = wheight;
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int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
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@@ -159,7 +159,7 @@ public class Pathfinder implements Runnable{
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if(other != null){
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Floor floor = other.floor();
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boolean osolid = other.solid();
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if(floor.isLiquid) nearLiquid = true;
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if(floor.isLiquid && floor.isDeep()) nearLiquid = true;
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//TODO potentially strange behavior when teamPassable is false for other teams?
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if(osolid && !other.block().teamPassable) nearSolid = true;
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if(!floor.isLiquid) nearGround = true;
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@@ -1,11 +1,11 @@
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package mindustry.ai;
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import arc.*;
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import arc.func.*;
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import arc.graphics.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.ai.Pathfinder.*;
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import mindustry.async.*;
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@@ -16,11 +16,13 @@ import mindustry.world.blocks.environment.*;
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public class UnitGroup{
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public Seq<Unit> units = new Seq<>();
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public float[] positions;
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public float minSpeed = 999999f;
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public int collisionLayer;
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public volatile float[] positions, originalPositions;
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public volatile boolean valid;
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public float minSpeed = 999999f;
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public void calculateFormation(Vec2 dest, int collisionLayer){
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this.collisionLayer = collisionLayer;
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float cx = 0f, cy = 0f;
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for(Unit unit : units){
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@@ -137,31 +139,11 @@ public class UnitGroup{
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}
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}
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originalPositions = positions.clone();
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//raycast from the destination to the offset to make sure it's reachable
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if(collisionLayer != PhysicsProcess.layerFlying){
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for(int a = 0; a < units.size; a ++){
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//coordinates in world space
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float
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x = positions[a * 2] + dest.x,
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y = positions[a * 2 + 1] + dest.y;
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Unit unit = units.get(a);
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PathCost cost = unit.type.pathCost;
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int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
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//collision found, make th destination the point right before the collision
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if(res != 0){
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v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
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v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
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positions[a * 2] = v1.x;
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positions[a * 2 + 1] = v1.y;
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}
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if(ControlPathfinder.showDebug){
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Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
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}
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}
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for(int a = 0; a < units.size; a ++){
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updateRaycast(a, dest, v1);
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}
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valid = true;
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@@ -178,274 +160,34 @@ public class UnitGroup{
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});
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}
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public static class IntQuadTree{
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protected final Rect tmp = new Rect();
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protected static final int maxObjectsPerNode = 5;
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public IntQuadTreeProvider prov;
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public Rect bounds;
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public IntSeq objects = new IntSeq(false, 10);
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public IntQuadTree botLeft, botRight, topLeft, topRight;
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public boolean leaf = true;
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public int totalObjects;
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public IntQuadTree(Rect bounds, IntQuadTreeProvider prov){
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this.bounds = bounds;
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this.prov = prov;
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}
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protected void split(){
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if(!leaf) return;
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float subW = bounds.width / 2;
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float subH = bounds.height / 2;
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if(botLeft == null){
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botLeft = newChild(new Rect(bounds.x, bounds.y, subW, subH));
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botRight = newChild(new Rect(bounds.x + subW, bounds.y, subW, subH));
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topLeft = newChild(new Rect(bounds.x, bounds.y + subH, subW, subH));
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topRight = newChild(new Rect(bounds.x + subW, bounds.y + subH, subW, subH));
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}
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leaf = false;
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// Transfer objects to children if they fit entirely in one
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for(int i = 0; i < objects.size; i ++){
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int obj = objects.items[i];
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hitbox(obj);
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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child.insert(obj);
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objects.removeIndex(i);
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i --;
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}
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}
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}
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protected void unsplit(){
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if(leaf) return;
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objects.addAll(botLeft.objects);
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objects.addAll(botRight.objects);
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objects.addAll(topLeft.objects);
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objects.addAll(topRight.objects);
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botLeft.clear();
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botRight.clear();
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topLeft.clear();
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topRight.clear();
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leaf = true;
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}
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/**
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* Inserts an object into this node or its child nodes. This will split a leaf node if it exceeds the object limit.
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*/
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public void insert(int obj){
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hitbox(obj);
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if(!bounds.overlaps(tmp)){
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// New object not in quad tree, ignoring
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// throw an exception?
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return;
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}
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totalObjects ++;
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if(leaf && objects.size + 1 > maxObjectsPerNode) split();
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if(leaf){
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// Leaf, so no need to add to children, just add to root
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objects.add(obj);
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}else{
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hitbox(obj);
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// Add to relevant child, or root if can't fit completely in a child
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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child.insert(obj);
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}else{
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objects.add(obj);
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}
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}
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}
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/**
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* Removes an object from this node or its child nodes.
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*/
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public boolean remove(int obj){
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boolean result;
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if(leaf){
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// Leaf, no children, remove from root
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result = objects.removeValue(obj);
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}else{
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// Remove from relevant child
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hitbox(obj);
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IntQuadTree child = getFittingChild(tmp);
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if(child != null){
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result = child.remove(obj);
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}else{
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// Or root if object doesn't fit in a child
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result = objects.removeValue(obj);
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}
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if(totalObjects <= maxObjectsPerNode) unsplit();
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}
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if(result){
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totalObjects --;
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}
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return result;
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}
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/** Removes all objects. */
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public void clear(){
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objects.clear();
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totalObjects = 0;
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if(!leaf){
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topLeft.clear();
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topRight.clear();
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botLeft.clear();
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botRight.clear();
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}
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leaf = true;
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}
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protected IntQuadTree getFittingChild(Rect boundingBox){
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float verticalMidpoint = bounds.x + (bounds.width / 2);
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float horizontalMidpoint = bounds.y + (bounds.height / 2);
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// Object can completely fit within the top quadrants
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boolean topQuadrant = boundingBox.y > horizontalMidpoint;
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// Object can completely fit within the bottom quadrants
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boolean bottomQuadrant = boundingBox.y < horizontalMidpoint && (boundingBox.y + boundingBox.height) < horizontalMidpoint;
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// Object can completely fit within the left quadrants
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if(boundingBox.x < verticalMidpoint && boundingBox.x + boundingBox.width < verticalMidpoint){
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if(topQuadrant){
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return topLeft;
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}else if(bottomQuadrant){
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return botLeft;
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}
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}else if(boundingBox.x > verticalMidpoint){ // Object can completely fit within the right quadrants
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if(topQuadrant){
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return topRight;
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}else if(bottomQuadrant){
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return botRight;
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}
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}
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// Else, object needs to be in parent cause it can't fit completely in a quadrant
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return null;
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}
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/**
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* Processes objects that may intersect the given rectangle.
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* <p>
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* This will never result in false positives.
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*/
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public void intersect(float x, float y, float width, float height, Intc out){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
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if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
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if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
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if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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out.get(item);
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}
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}
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}
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/**
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* @return whether an object overlaps this rectangle.
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* This will never result in false positives.
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*/
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public boolean any(float x, float y, float width, float height){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height) && topLeft.any(x, y, width, height)) return true;
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if(topRight.bounds.overlaps(x, y, width, height) && topRight.any(x, y, width, height)) return true;
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if(botLeft.bounds.overlaps(x, y, width, height) && botLeft.any(x, y, width, height)) return true;
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if(botRight.bounds.overlaps(x, y, width, height) && botRight.any(x, y, width, height))return true;
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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return true;
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}
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}
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return false;
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}
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/**
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* Processes objects that may intersect the given rectangle.
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* <p>
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* This will never result in false positives.
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*/
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public void intersect(Rect rect, Intc out){
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intersect(rect.x, rect.y, rect.width, rect.height, out);
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}
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/**
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* Fills the out parameter with any objects that may intersect the given rectangle.
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* <p>
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* This will result in false positives, but never a false negative.
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*/
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public void intersect(Rect toCheck, IntSeq out){
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intersect(toCheck.x, toCheck.y, toCheck.width, toCheck.height, out);
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}
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/**
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* Fills the out parameter with any objects that may intersect the given rectangle.
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*/
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public void intersect(float x, float y, float width, float height, IntSeq out){
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if(!leaf){
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if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
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if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
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if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
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if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
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}
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IntSeq objects = this.objects;
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for(int i = 0; i < objects.size; i++){
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int item = objects.items[i];
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hitbox(item);
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if(tmp.overlaps(x, y, width, height)){
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out.add(item);
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}
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}
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}
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/** Adds all quadtree objects to the specified Seq. */
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public void getObjects(IntSeq out){
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out.addAll(objects);
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if(!leaf){
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topLeft.getObjects(out);
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topRight.getObjects(out);
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botLeft.getObjects(out);
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botRight.getObjects(out);
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}
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}
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protected IntQuadTree newChild(Rect rect){
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return new IntQuadTree(rect, prov);
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}
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protected void hitbox(int t){
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prov.hitbox(t, tmp);
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}
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/**Represents an object in a QuadTree.*/
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public interface IntQuadTreeProvider{
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/**Fills the out parameter with this element's rough bounding box. This should never be smaller than the actual object, but may be larger.*/
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void hitbox(int object, Rect out);
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}
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public void updateRaycast(int index, Vec2 dest){
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updateRaycast(index, dest, Tmp.v1);
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}
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private void updateRaycast(int index, Vec2 dest, Vec2 v1){
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if(collisionLayer != PhysicsProcess.layerFlying){
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//coordinates in world space
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float
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x = originalPositions[index * 2] + dest.x,
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y = originalPositions[index * 2 + 1] + dest.y;
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Unit unit = units.get(index);
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PathCost cost = unit.type.pathCost;
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int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
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//collision found, make th destination the point right before the collision
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if(res != 0){
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v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
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v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
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positions[index * 2] = v1.x;
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positions[index * 2 + 1] = v1.y;
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}
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if(ControlPathfinder.showDebug){
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Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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package mindustry.ai.types;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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@@ -16,7 +17,7 @@ import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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public class CommandAI extends AIController{
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protected static final int maxCommandQueueSize = 50;
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protected static final int maxCommandQueueSize = 50, avoidInterval = 5;
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protected static final Vec2 vecOut = new Vec2(), vecMovePos = new Vec2();
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protected static final boolean[] noFound = {false};
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@@ -32,6 +33,8 @@ public class CommandAI extends AIController{
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protected boolean stopAtTarget, stopWhenInRange;
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protected Vec2 lastTargetPos;
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protected int pathId = -1;
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protected boolean blockingUnit;
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protected float timeSpentBlocked;
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/** Stance, usually related to firing mode. */
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public UnitStance stance = UnitStance.shoot;
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@@ -205,12 +208,34 @@ public class CommandAI extends AIController{
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}
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if(unit.isGrounded() && stance != UnitStance.ram){
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move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound);
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if(timer.get(timerTarget3, avoidInterval)){
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Vec2 dstPos = Tmp.v1.trns(unit.rotation, unit.hitSize/2f);
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float max = unit.hitSize/2f;
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float radius = Math.max(7f, max);
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float margin = 4f;
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blockingUnit = Units.nearbyCheck(unit.x + dstPos.x - radius/2f, unit.y + dstPos.y - radius/2f, radius, radius,
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u -> u != unit && u.within(unit, u.hitSize/2f + unit.hitSize/2f + margin) && u.controller() instanceof CommandAI ai && ai.targetPos != null &&
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//stop for other unit only if it's closer to the target
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(ai.targetPos.equals(targetPos) && u.dst2(targetPos) < unit.dst2(targetPos)) &&
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//don't stop if they're facing the same way
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!Angles.within(unit.rotation, u.rotation, 15f) &&
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//must be near an obstacle, stopping in open ground is pointless
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ControlPathfinder.isNearObstacle(unit, unit.tileX(), unit.tileY(), u.tileX(), u.tileY()));
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}
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if(blockingUnit){
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timeSpentBlocked += Time.delta;
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}else{
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timeSpentBlocked = 0f;
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}
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//if you've spent 3 seconds stuck, something is wrong, move regardless
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move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound) && (!blockingUnit || timeSpentBlocked > 60f * 3f);
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//we've reached the final point if the returned coordinate is equal to the supplied input
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isFinalPoint &= vecMovePos.epsilonEquals(vecOut, 4.1f);
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//if the path is invalid, stop trying and record the end as unreachable
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if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(vecMovePos.x), World.toTile(vecMovePos.y)) )){
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if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(vecMovePos.x), World.toTile(vecMovePos.y)))){
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if(attackTarget instanceof Building build){
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unreachableBuildings.addUnique(build.pos());
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}
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@@ -278,6 +303,11 @@ public class CommandAI extends AIController{
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if(prev != null && stance == UnitStance.patrol){
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commandQueue.add(prev.cpy());
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}
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//make sure spot in formation is reachable
|
||||
if(group != null){
|
||||
group.updateRaycast(groupIndex, next instanceof Vec2 position ? position : Tmp.v3.set(next));
|
||||
}
|
||||
}else{
|
||||
if(group != null){
|
||||
group = null;
|
||||
|
||||
@@ -145,6 +145,12 @@ public class EntityGroup<T extends Entityc> implements Iterable<T>{
|
||||
tree.intersect(x, y, width, height, out);
|
||||
}
|
||||
|
||||
public boolean intersect(float x, float y, float width, float height, Boolf<? super T> out){
|
||||
//don't waste time for empty groups
|
||||
if(isEmpty()) return false;
|
||||
return tree.intersect(x, y, width, height, out);
|
||||
}
|
||||
|
||||
public Seq<T> intersect(float x, float y, float width, float height){
|
||||
intersectArray.clear();
|
||||
//don't waste time for empty groups
|
||||
|
||||
@@ -20,22 +20,18 @@ public class Units{
|
||||
private static final Rect hitrect = new Rect();
|
||||
private static Unit result;
|
||||
private static float cdist, cpriority;
|
||||
private static boolean boolResult;
|
||||
private static int intResult;
|
||||
private static Building buildResult;
|
||||
|
||||
//prevents allocations in anyEntities
|
||||
private static boolean anyEntityGround;
|
||||
private static float aeX, aeY, aeW, aeH;
|
||||
private static final Cons<Unit> anyEntityLambda = unit -> {
|
||||
if(boolResult) return;
|
||||
private static final Boolf<Unit> anyEntityLambda = unit -> {
|
||||
if((unit.isGrounded() && !unit.type.allowLegStep) == anyEntityGround){
|
||||
unit.hitboxTile(hitrect);
|
||||
|
||||
if(hitrect.overlaps(aeX, aeY, aeW, aeH)){
|
||||
boolResult = true;
|
||||
}
|
||||
return hitrect.overlaps(aeX, aeY, aeW, aeH);
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
@Remote(called = Loc.server)
|
||||
@@ -162,31 +158,26 @@ public class Units{
|
||||
}
|
||||
|
||||
public static boolean anyEntities(float x, float y, float width, float height, boolean ground){
|
||||
boolResult = false;
|
||||
anyEntityGround = ground;
|
||||
aeX = x;
|
||||
aeY = y;
|
||||
aeW = width;
|
||||
aeH = height;
|
||||
|
||||
nearby(x, y, width, height, anyEntityLambda);
|
||||
return boolResult;
|
||||
return nearbyCheck(x, y, width, height, anyEntityLambda);
|
||||
}
|
||||
|
||||
/** Note that this checks the tile hitbox, not the standard hitbox. */
|
||||
public static boolean anyEntities(float x, float y, float width, float height, Boolf<Unit> check){
|
||||
boolResult = false;
|
||||
|
||||
nearby(x, y, width, height, unit -> {
|
||||
if(boolResult) return;
|
||||
return nearbyCheck(x, y, width, height, unit -> {
|
||||
if(check.get(unit)){
|
||||
unit.hitboxTile(hitrect);
|
||||
|
||||
if(hitrect.overlaps(x, y, width, height)){
|
||||
boolResult = true;
|
||||
}
|
||||
return hitrect.overlaps(x, y, width, height);
|
||||
}
|
||||
return false;
|
||||
});
|
||||
return boolResult;
|
||||
}
|
||||
|
||||
/** Returns the nearest damaged tile. */
|
||||
@@ -428,6 +419,14 @@ public class Units{
|
||||
Groups.unit.intersect(x, y, width, height, cons);
|
||||
}
|
||||
|
||||
/**
|
||||
* Iterates over all units in a rectangle.
|
||||
* @return whether a unit was found.
|
||||
* */
|
||||
public static boolean nearbyCheck(float x, float y, float width, float height, Boolf<Unit> cons){
|
||||
return Groups.unit.intersect(x, y, width, height, cons);
|
||||
}
|
||||
|
||||
/** Iterates over all units in a rectangle. */
|
||||
public static void nearby(Rect rect, Cons<Unit> cons){
|
||||
nearby(rect.x, rect.y, rect.width, rect.height, cons);
|
||||
|
||||
Reference in New Issue
Block a user