move Building et al into Mods/
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@@ -11,7 +11,6 @@
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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@@ -58,68 +57,5 @@ namespace OpenRA
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foreach( var c in cells )
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( c.Value ? buildOk : buildBlocked ).DrawAt( wr, Game.CellSize * c.Key, "terrain" );
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}
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public void DrawBuildingGrid( WorldRenderer wr, World world, string name, BuildingInfo bi )
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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var cells = new Dictionary<int2, bool>();
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
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{
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foreach( var t in LineBuildUtils.GetLineBuildCells( world, topLeft, name, bi ) )
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cells.Add( t, world.IsCloseEnoughToBase( world.LocalPlayer, name, bi, t ) );
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}
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else
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{
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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cells.Add( t, isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null );
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}
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DrawGrid( wr, cells );
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}
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}
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public static class LineBuildUtils
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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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