Added LineBuildNode trait to filter which structure(s) a LineBuild actor can be attached to.

This commit is contained in:
Taryn
2014-03-25 19:50:55 -05:00
parent 758babcad4
commit 61749e145d
11 changed files with 85 additions and 5 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -18,6 +18,9 @@ namespace OpenRA.Mods.RA.Buildings
{
[Desc("The maximum allowed length of the line.")]
public readonly int Range = 5;
[Desc("LineBuildNode 'Types' to attach to.")]
public readonly string[] NodeTypes = { "wall" };
}
public class LineBuild {}

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@@ -0,0 +1,24 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
[Desc("LineBuild actors attach to LineBuildNodes.")]
public class LineBuildNodeInfo : TraitInfo<LineBuildNode>
{
[Desc("This actor is of LineBuild 'NodeType'...")]
public readonly string[] Types = { "wall" };
}
public class LineBuildNode {}
}

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.RA.Buildings
public static IEnumerable<CPos> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
{
int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
var lbi = Rules.Info[name].Traits.Get<LineBuildInfo>();
var topLeft = location; // 1x1 assumption!
if (world.IsCellBuildable(topLeft, bi))
@@ -54,17 +54,21 @@ namespace OpenRA.Mods.RA.Buildings
int[] dirs = { 0, 0, 0, 0 };
for (int d = 0; d < 4; d++)
{
for (int i = 1; i < range; i++)
for (int i = 1; i < lbi.Range; i++)
{
if (dirs[d] != 0)
continue;
CPos cell = topLeft + i * vecs[d];
var cell = topLeft + i * vecs[d];
if (world.IsCellBuildable(cell, bi))
continue; // Cell is empty; continue search
// Cell contains an actor. Is it the type we want?
if (world.ActorsWithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
if (world.ActorsWithTrait<LineBuildNode>().Any(a =>
(
a.Actor.Location == cell &&
a.Actor.Info.Traits.Get<LineBuildNodeInfo>().Types.Intersect(lbi.NodeTypes).Any()
)))
dirs[d] = i; // Cell contains actor of correct type
else
dirs[d] = -1; // Cell is blocked by another actor type

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@@ -490,6 +490,7 @@
<Compile Include="Orders\BeaconOrderGenerator.cs" />
<Compile Include="Widgets\LogicKeyListenerWidget.cs" />
<Compile Include="Widgets\Logic\ControlGroupLogic.cs" />
<Compile Include="Buildings\LineBuildNode.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">