I'm writing a game where a large number of objects will have "area effects" over a region of a tiled 2D map.
Required features:
What data structure would work best for this?
Providing you really do have a lot of area effects happening simultaneously, and that they will have arbitrary shapes, I'd do it this way:
Usually it depends on density of your map.
If you know that every tile (or major part of tiles) contains at least one effect you should use regular grid – simple 2D array of tiles.
If your map is feebly filled and there are a lot of empty tiles it make sense to use some spatial indexes like quad-tree or R-tree or BSP-trees.
Usually BSP-Trees (or quadtrees or octrees).
Some brute force solutions that don't rely on fancy computer science:
1000 x 1000 isn't too large - just a meg. Computers have Gigs. You could have an 2d array. Each bit in the bytes could be a 'type of area'. The 'effected area' that's bigger could be another bit. If you have a reasonable amount of different types of areas you can still use a multi-byte bit mask. If that gets ridiculous you can make the array elements pointers to lists of overlapping area type objects. But then you lose efficiency.
You could also implement a sparse array - using a hashtable key'd off of the coords (e.g., key = 1000*x+y) - but this is many times slower.
If course if you don't mind coding the fancy computer science ways, they usually work much better!
If you have a known maximum range of each area effect, you could use a data structure of your choosing and store the actual sources, only, that's optimized for normal 2D Collision Testing.
Then, when checking for effects on a tile, simply check (collision detection style, optimized for your data structure) for all effect sources within the maximum range and then applying a defined test function (for example, if the area is a circle, check if the distance is less than a constant; if it's a square, check if the x and y distances are each within a constant).
If you have a small (<10) amount of effect "field" shapes, you can even do a unique collision detection for each effect field type, within their pre-computed maximum range.
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