Distinguish between line build nodes and segments.
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@@ -11,6 +11,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Traits
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{
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@@ -48,18 +49,20 @@ namespace OpenRA.Mods.Common.Traits
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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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public static IEnumerable<Pair<CPos, Actor>> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
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{
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var lbi = world.Map.Rules.Actors[name].TraitInfo<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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yield return Pair.New<CPos, Actor>(topLeft, null);
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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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Actor[] connectors = { null, null, null, null };
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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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@@ -72,17 +75,17 @@ namespace OpenRA.Mods.Common.Traits
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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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var hasConnector = world.ActorMap.GetActorsAt(cell)
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.Any(a => a.Info.TraitInfos<LineBuildNodeInfo>()
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connectors[d] = world.ActorMap.GetActorsAt(cell)
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.FirstOrDefault(a => a.Info.TraitInfos<LineBuildNodeInfo>()
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.Any(info => info.Types.Overlaps(lbi.NodeTypes) && info.Connections.Contains(vecs[d])));
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dirs[d] = hasConnector ? i : -1;
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dirs[d] = connectors[d] != null ? i : -1;
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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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yield return Pair.New(topLeft + i * vecs[d], connectors[d]);
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}
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}
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}
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