Pull ActorMap back out into a trait.
This commit is contained in:
@@ -10,6 +10,7 @@
|
|||||||
|
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRA.FileFormats;
|
using OpenRA.FileFormats;
|
||||||
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA
|
namespace OpenRA
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -83,7 +83,6 @@
|
|||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Actor.cs" />
|
<Compile Include="Actor.cs" />
|
||||||
<Compile Include="ActorInitializer.cs" />
|
<Compile Include="ActorInitializer.cs" />
|
||||||
<Compile Include="ActorMap.cs" />
|
|
||||||
<Compile Include="ActorReference.cs" />
|
<Compile Include="ActorReference.cs" />
|
||||||
<Compile Include="Graphics\QuadRenderer.cs" />
|
<Compile Include="Graphics\QuadRenderer.cs" />
|
||||||
<Compile Include="PVecInt.cs" />
|
<Compile Include="PVecInt.cs" />
|
||||||
@@ -239,6 +238,7 @@
|
|||||||
<Compile Include="Traits\Player\PlayerColorPalette.cs" />
|
<Compile Include="Traits\Player\PlayerColorPalette.cs" />
|
||||||
<Compile Include="Traits\Player\PlayerHighlightPalette.cs" />
|
<Compile Include="Traits\Player\PlayerHighlightPalette.cs" />
|
||||||
<Compile Include="Traits\World\ScreenMap.cs" />
|
<Compile Include="Traits\World\ScreenMap.cs" />
|
||||||
|
<Compile Include="Traits\World\ActorMap.cs" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
||||||
|
|||||||
@@ -12,10 +12,15 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using OpenRA.Traits;
|
using OpenRA.Traits;
|
||||||
|
|
||||||
namespace OpenRA
|
namespace OpenRA.Traits
|
||||||
{
|
{
|
||||||
public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
|
public enum SubCell { FullCell, TopLeft, TopRight, Center, BottomLeft, BottomRight }
|
||||||
|
|
||||||
|
class ActorMapInfo : ITraitInfo
|
||||||
|
{
|
||||||
|
public object Create(ActorInitializer init) { return new ActorMap(init.world); }
|
||||||
|
}
|
||||||
|
|
||||||
public class ActorMap
|
public class ActorMap
|
||||||
{
|
{
|
||||||
class InfluenceNode
|
class InfluenceNode
|
||||||
@@ -39,7 +44,8 @@ namespace OpenRA
|
|||||||
|
|
||||||
public IEnumerable<Actor> GetUnitsAt(CPos a)
|
public IEnumerable<Actor> GetUnitsAt(CPos a)
|
||||||
{
|
{
|
||||||
if (!map.IsInMap(a)) yield break;
|
if (!map.IsInMap(a))
|
||||||
|
yield break;
|
||||||
|
|
||||||
for (var i = influence[a.X, a.Y]; i != null; i = i.next)
|
for (var i = influence[a.X, a.Y]; i != null; i = i.next)
|
||||||
if (!i.actor.Destroyed)
|
if (!i.actor.Destroyed)
|
||||||
@@ -48,7 +54,8 @@ namespace OpenRA
|
|||||||
|
|
||||||
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
|
public IEnumerable<Actor> GetUnitsAt(CPos a, SubCell sub)
|
||||||
{
|
{
|
||||||
if (!map.IsInMap(a)) yield break;
|
if (!map.IsInMap(a))
|
||||||
|
yield break;
|
||||||
|
|
||||||
for (var i = influence[a.X, a.Y]; i != null; i = i.next)
|
for (var i = influence[a.X, a.Y]; i != null; i = i.next)
|
||||||
if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
|
if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
|
||||||
@@ -116,7 +123,8 @@ namespace OpenRA
|
|||||||
public void Update(Actor self, IOccupySpace unit)
|
public void Update(Actor self, IOccupySpace unit)
|
||||||
{
|
{
|
||||||
Remove(self, unit);
|
Remove(self, unit);
|
||||||
if (!self.IsDead()) Add(self, unit);
|
if (!self.IsDead())
|
||||||
|
Add(self, unit);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -123,7 +123,7 @@ namespace OpenRA
|
|||||||
SharedRandom = new XRandom(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
|
SharedRandom = new XRandom(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
|
||||||
|
|
||||||
WorldActor = CreateActor("World", new TypeDictionary());
|
WorldActor = CreateActor("World", new TypeDictionary());
|
||||||
ActorMap = new ActorMap(this);
|
ActorMap = WorldActor.Trait<ActorMap>();
|
||||||
ScreenMap = WorldActor.Trait<ScreenMap>();
|
ScreenMap = WorldActor.Trait<ScreenMap>();
|
||||||
|
|
||||||
// Add players
|
// Add players
|
||||||
|
|||||||
@@ -207,6 +207,7 @@ Player:
|
|||||||
|
|
||||||
World:
|
World:
|
||||||
ScreenMap:
|
ScreenMap:
|
||||||
|
ActorMap:
|
||||||
LoadWidgetAtGameStart:
|
LoadWidgetAtGameStart:
|
||||||
Widget: INGAME_ROOT
|
Widget: INGAME_ROOT
|
||||||
CncMenuPaletteEffect:
|
CncMenuPaletteEffect:
|
||||||
|
|||||||
@@ -358,6 +358,7 @@ Player:
|
|||||||
|
|
||||||
World:
|
World:
|
||||||
ScreenMap:
|
ScreenMap:
|
||||||
|
ActorMap:
|
||||||
LoadWidgetAtGameStart:
|
LoadWidgetAtGameStart:
|
||||||
Widget: INGAME_ROOT
|
Widget: INGAME_ROOT
|
||||||
ScreenShaker:
|
ScreenShaker:
|
||||||
|
|||||||
@@ -530,6 +530,7 @@ Player:
|
|||||||
|
|
||||||
World:
|
World:
|
||||||
ScreenMap:
|
ScreenMap:
|
||||||
|
ActorMap:
|
||||||
LoadWidgetAtGameStart:
|
LoadWidgetAtGameStart:
|
||||||
Widget: INGAME_ROOT
|
Widget: INGAME_ROOT
|
||||||
ScreenShaker:
|
ScreenShaker:
|
||||||
|
|||||||
@@ -43,6 +43,7 @@ Player:
|
|||||||
|
|
||||||
World:
|
World:
|
||||||
ScreenMap:
|
ScreenMap:
|
||||||
|
ActorMap:
|
||||||
LoadWidgetAtGameStart:
|
LoadWidgetAtGameStart:
|
||||||
Widget: INGAME_ROOT
|
Widget: INGAME_ROOT
|
||||||
BuildingInfluence:
|
BuildingInfluence:
|
||||||
|
|||||||
Reference in New Issue
Block a user