Convert BaseProvider range check to world coords.
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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{
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// Offset effective position to the top of the northernmost occupied cell
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var bi = self.Info.Traits.GetOrDefault<BuildingInfo>();
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offset = (bi != null) ? -FootprintUtils.CenterOffset(bi).Y : -512;
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offset = ((bi != null) ? -FootprintUtils.CenterOffset(bi).Y : 0) - 512;
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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@@ -17,7 +17,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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public class BaseProviderInfo : ITraitInfo
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{
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public readonly float Range = 10;
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public readonly int Range = 10;
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public readonly int Cooldown = 0;
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public readonly int InitialDelay = 0;
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@@ -38,23 +38,20 @@ namespace OpenRA.Mods.RA.Buildings
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public PPos CenterLocation(CPos topLeft)
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public Actor FindBaseProvider(World world, Player p, CPos topLeft)
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{
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return (PPos)((2 * topLeft.ToInt2() + Dimensions) * Game.CellSize / 2);
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}
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bool HasBaseProvider(World world, Player p, CPos topLeft)
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{
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var center = CenterLocation(topLeft);
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var center = topLeft.CenterPosition + FootprintUtils.CenterOffset(this);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[p] != Stance.Ally || !bp.Trait.Ready())
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continue;
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if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
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return true;
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// Range is counted from the center of the actor, not from each cell.
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var target = Target.FromPos(bp.Actor.CenterLocation);
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if (target.IsInRange(center, WRange.FromCells(bp.Trait.Info.Range)))
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return bp.Actor;
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}
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return false;
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return null;
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}
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
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@@ -62,7 +59,7 @@ namespace OpenRA.Mods.RA.Buildings
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if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
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return true;
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if (RequiresBaseProvider && !HasBaseProvider(world, p, topLeft))
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if (RequiresBaseProvider && FindBaseProvider(world, p, topLeft) == null)
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return false;
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var buildingMaxBounds = (CVec)Dimensions;
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@@ -126,7 +123,9 @@ namespace OpenRA.Mods.RA.Buildings
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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pxPosition = Info.CenterLocation(topLeft);
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var position = topLeft.CenterPosition + FootprintUtils.CenterOffset(Info);
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pxPosition = PPos.FromWPosHackZ(position);
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}
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public int GetPowerUsage()
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@@ -65,7 +65,8 @@ namespace OpenRA.Mods.RA.Buildings
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public static WVec CenterOffset(BuildingInfo buildingInfo)
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{
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var dim = buildingInfo.Dimensions;
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return new CVec(dim.X, dim.Y).ToWVec() / 2;
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// Offset is measured relative to the center of the cell, so need to subtract an additional half cell.
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return new CVec(dim.X, dim.Y).ToWVec() / 2 - new WVec(512, 512, 0);
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}
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}
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}
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA.Orders
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initialized = true;
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}
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var offset = (topLeft - CPos.Zero).ToWVec() + FootprintUtils.CenterOffset(BuildingInfo);
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var offset = topLeft.CenterPosition + FootprintUtils.CenterOffset(BuildingInfo) - WPos.Zero;
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foreach (var r in preview)
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r.WithPos(r.Pos + offset).Render(wr);
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@@ -83,18 +83,11 @@ namespace OpenRA.Mods.RA
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if (buildingInfo.RequiresBaseProvider)
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{
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var center = buildingInfo.CenterLocation(order.TargetLocation);
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foreach (var bp in w.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[self.Owner] != Stance.Ally || !bp.Trait.Ready())
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continue;
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if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
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{
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bp.Trait.BeginCooldown();
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break;
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}
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}
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// May be null if the build anywhere cheat is active
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// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
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var producer = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
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if (producer != null)
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producer.Trait<BaseProvider>().BeginCooldown();
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}
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if (GetNumBuildables(self.Owner) > prevItems)
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@@ -49,10 +49,12 @@ namespace OpenRA.Mods.RA.Render
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: base(init, info)
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{
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roof = new Animation(GetImage(init.self));
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var bi = init.self.Info.Traits.Get<BuildingInfo>();
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// Additional 512 units move from center -> top of cell
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var offset = FootprintUtils.CenterOffset(bi).Y + 512;
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anims.Add("roof", new AnimationWithOffset(roof, null,
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() => !buildComplete, FootprintUtils.CenterOffset(bi).Y));
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() => !buildComplete, offset));
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}
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public void BuildingComplete( Actor self )
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