Allow actor placement outside the map cordon.

This commit is contained in:
Paul Chote
2015-06-07 17:02:13 +01:00
parent f10d876429
commit 55cea73cf4

View File

@@ -36,6 +36,7 @@ namespace OpenRA.Mods.Common.Widgets
readonly CVec locationOffset;
readonly WVec previewOffset;
readonly PlayerReference owner;
readonly CVec[] footprint;
int facing = 92;
@@ -67,6 +68,14 @@ namespace OpenRA.Mods.Common.Widgets
td.Add(new RaceInit(owner.Race));
preview.SetPreview(actor, td);
var ios = actor.Traits.GetOrDefault<IOccupySpaceInfo>();
if (ios != null)
footprint = ios.OccupiedCells(actor, CPos.Zero)
.Select(c => c.Key - CPos.Zero)
.ToArray();
else
footprint = new CVec[0];
// The preview widget may be rendered by the higher-level code before it is ticked.
// Force a manual tick to ensure the bounds are set correctly for this first draw.
Tick();
@@ -85,8 +94,12 @@ namespace OpenRA.Mods.Common.Widgets
}
var cell = worldRenderer.Viewport.ViewToWorld(mi.Location);
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down && world.Map.Contains(cell))
if (mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down)
{
// Check the actor is inside the map
if (!footprint.All(c => world.Map.MapTiles.Value.Contains(cell + locationOffset + c)))
return true;
var newActorReference = new ActorReference(Actor.Name);
newActorReference.Add(new OwnerInit(owner.Name));