Rename Util.cs to BuildingUtils.cs
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87
OpenRA.Mods.RA/Buildings/BuildingUtils.cs
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87
OpenRA.Mods.RA/Buildings/BuildingUtils.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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public static class BuildingUtils
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{
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public static bool IsCellBuildable(this World world, CPos cell, BuildingInfo bi, Actor toIgnore = null)
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{
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if (!world.Map.Contains(cell))
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return false;
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if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
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return false;
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if (!bi.AllowInvalidPlacement && world.ActorMap.GetUnitsAt(cell).Any(a => a != toIgnore))
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return false;
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return bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type);
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}
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore)
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{
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if (building.AllowInvalidPlacement)
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return true;
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(world.Map.Rules, name, building, topLeft).All(
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t => world.Map.Contains(t) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building, toIgnore));
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}
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public static IEnumerable<CPos> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
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{
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var lbi = world.Map.Rules.Actors[name].Traits.Get<LineBuildInfo>();
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi))
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yield return topLeft;
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (var d = 0; d < 4; d++)
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{
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for (var i = 1; i < lbi.Range; i++)
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{
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if (dirs[d] != 0)
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continue;
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var cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (world.ActorsWithTrait<LineBuildNode>().Any(a =>
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(
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a.Actor.Location == cell &&
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a.Actor.Info.Traits.Get<LineBuildNodeInfo>().Types.Intersect(lbi.NodeTypes).Any()
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)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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}
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// Place intermediate-line sections
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if (dirs[d] > 0)
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for (var i = 1; i < dirs[d]; i++)
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yield return topLeft + i * vecs[d];
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}
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}
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}
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}
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