#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
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@@ -16,20 +16,17 @@ namespace OpenRA.Mods.RA.Buildings
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{
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public static class BuildingUtils
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{
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public static bool IsCellBuildable(this World world, int2 a, bool waterBound)
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public static bool IsCellBuildable(this World world, int2 a, BuildingInfo bi)
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{
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return world.IsCellBuildable(a, waterBound, null);
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return world.IsCellBuildable(a, bi, null);
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}
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public static bool IsCellBuildable(this World world, int2 a, bool waterBound, Actor toIgnore)
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public static bool IsCellBuildable(this World world, int2 a, BuildingInfo bi, Actor toIgnore)
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{
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if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(a) != null) return false;
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if (world.ActorMap.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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if (waterBound)
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return world.Map.IsInMap(a.X,a.Y) && world.GetTerrainInfo(a).IsWater;
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return world.Map.IsInMap(a.X, a.Y) && world.GetTerrainInfo(a).Buildable;
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return world.Map.IsInMap(a) && bi.TerrainTypes.Contains(world.GetTerrainType(a));
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}
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
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@@ -37,7 +34,7 @@ namespace OpenRA.Mods.RA.Buildings
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(name, building, topLeft).All(
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t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building.WaterBound, toIgnore));
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world.IsCellBuildable(t, building, toIgnore));
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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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@@ -45,7 +42,7 @@ namespace OpenRA.Mods.RA.Buildings
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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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if (world.IsCellBuildable(topLeft, bi))
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yield return topLeft;
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// Start at place location, search outwards
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@@ -60,7 +57,7 @@ namespace OpenRA.Mods.RA.Buildings
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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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if (world.IsCellBuildable(cell, bi))
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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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