Rework the addition and removal of building influence
This commit is contained in:
committed by
Matthias Mailänder
parent
93f385e9fc
commit
5cfb5aaf2d
@@ -9,6 +9,7 @@
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -29,28 +30,20 @@ namespace OpenRA.Mods.Common.Traits
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map = world.Map;
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influence = new CellLayer<Actor>(map);
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}
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world.ActorAdded += a =>
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{
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var b = a.Info.TraitInfoOrDefault<BuildingInfo>();
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if (b == null)
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return;
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internal void AddInfluence(Actor a, IEnumerable<CPos> tiles)
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{
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foreach (var u in tiles)
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if (influence.Contains(u) && influence[u] == null)
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influence[u] = a;
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}
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foreach (var u in b.Tiles(a.Location))
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if (influence.Contains(u) && influence[u] == null)
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influence[u] = a;
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};
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world.ActorRemoved += a =>
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{
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var b = a.Info.TraitInfoOrDefault<BuildingInfo>();
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if (b == null)
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return;
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foreach (var u in b.Tiles(a.Location))
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if (influence.Contains(u) && influence[u] == a)
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influence[u] = null;
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};
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internal void RemoveInfluence(Actor a, IEnumerable<CPos> tiles)
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{
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foreach (var u in tiles)
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if (influence.Contains(u) && influence[u] == a)
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influence[u] = null;
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}
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public Actor GetBuildingAt(CPos cell)
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