BIM/UIM become traits on World; Added World.WorldActor
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55
OpenRa.Game/Traits/BuildingInfluence.cs
Executable file
55
OpenRa.Game/Traits/BuildingInfluence.cs
Executable file
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRa.GameRules;
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namespace OpenRa.Traits
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{
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public class BuildingInfluenceInfo : ITraitInfo
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{
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public object Create( Actor self ) { return new BuildingInfluence( self ); }
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}
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public class BuildingInfluence
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{
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bool[,] blocked = new bool[128, 128];
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Actor[,] influence = new Actor[128, 128];
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public BuildingInfluence( Actor self )
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{
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self.World.ActorAdded +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), true); };
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self.World.ActorRemoved +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), false); };
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}
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void ChangeInfluence( Actor a, Building building, bool isAdd )
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{
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foreach( var u in Footprint.UnpathableTiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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blocked[ u.X, u.Y ] = isAdd;
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foreach( var u in Footprint.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( IsValid( u ) )
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influence[ u.X, u.Y ] = isAdd ? a : null;
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}
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bool IsValid(int2 t)
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{
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return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128);
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}
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public Actor GetBuildingAt(int2 cell)
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{
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if (!IsValid(cell)) return null;
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return influence[cell.X, cell.Y];
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}
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public bool CanMoveHere(int2 cell)
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{
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return IsValid(cell) && !blocked[cell.X, cell.Y];
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}
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}}
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