Update copyright header. Normalize line endings to LF.
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@@ -1,80 +1,80 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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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.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, int2 a, bool waterBound)
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{
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return world.IsCellBuildable(a, waterBound, null);
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}
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public static bool IsCellBuildable(this World world, int2 a, bool waterBound, Actor toIgnore)
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{
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if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(a) != null) return false;
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if (world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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if (waterBound)
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return world.Map.IsInMap(a.X,a.Y) && world.GetTerrainInfo(a).IsWater;
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return world.Map.IsInMap(a.X, a.Y) && world.GetTerrainInfo(a).Buildable;
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}
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
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{
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(name, building, topLeft).All(
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t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building.WaterBound, toIgnore));
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}
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public static IEnumerable<int2> GetLineBuildCells(World world, int2 location, string name, BuildingInfo bi)
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{
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int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi.WaterBound))
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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 int2(1, 0), new int2(0, 1), new int2(-1, 0), new int2(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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{
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if (dirs[d] != 0)
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continue;
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int2 cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi.WaterBound))
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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.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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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 (int 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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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.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, int2 a, bool waterBound)
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{
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return world.IsCellBuildable(a, waterBound, null);
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}
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public static bool IsCellBuildable(this World world, int2 a, bool waterBound, Actor toIgnore)
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{
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if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(a) != null) return false;
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if (world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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if (waterBound)
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return world.Map.IsInMap(a.X,a.Y) && world.GetTerrainInfo(a).IsWater;
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return world.Map.IsInMap(a.X, a.Y) && world.GetTerrainInfo(a).Buildable;
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}
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
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{
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(name, building, topLeft).All(
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t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building.WaterBound, toIgnore));
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}
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public static IEnumerable<int2> GetLineBuildCells(World world, int2 location, string name, BuildingInfo bi)
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{
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int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi.WaterBound))
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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 int2(1, 0), new int2(0, 1), new int2(-1, 0), new int2(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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{
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if (dirs[d] != 0)
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continue;
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int2 cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi.WaterBound))
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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.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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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 (int 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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