Pass ActorInfo through building-placement-validation code.

This commit is contained in:
Michael Silber
2018-03-19 09:12:19 +00:00
committed by abcdefg30
parent 8ea1da1046
commit 6b24271a17
6 changed files with 53 additions and 54 deletions

View File

@@ -505,7 +505,8 @@ namespace OpenRA.Mods.Common.AI
CPos defenseCenter;
public CPos? ChooseBuildLocation(string actorType, bool distanceToBaseIsImportant, BuildingType type)
{
var bi = Map.Rules.Actors[actorType].TraitInfoOrDefault<BuildingInfo>();
var ai = Map.Rules.Actors[actorType];
var bi = ai.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return null;
@@ -522,10 +523,10 @@ namespace OpenRA.Mods.Common.AI
foreach (var cell in cells)
{
if (!World.CanPlaceBuilding(actorType, bi, cell, null))
if (!World.CanPlaceBuilding(cell, ai, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, actorType, cell))
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, ai, cell))
continue;
return cell;
@@ -935,7 +936,7 @@ namespace OpenRA.Mods.Common.AI
bool IsRallyPointValid(CPos x, BuildingInfo info)
{
return info != null && World.IsCellBuildable(x, info);
return info != null && World.IsCellBuildable(x, null, info);
}
void SetRallyPointsForNewProductionBuildings(Actor self)

View File

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Orders
enum CellType { Valid = 0, Invalid = 1, LineBuild = 2 }
readonly ProductionQueue queue;
readonly string building;
readonly ActorInfo actorInfo;
readonly BuildingInfo buildingInfo;
readonly PlaceBuildingInfo placeBuildingInfo;
readonly BuildingInfluence buildingInfluence;
@@ -46,7 +46,6 @@ namespace OpenRA.Mods.Common.Orders
this.queue = queue;
viewport = worldRenderer.Viewport;
placeBuildingInfo = queue.Actor.Owner.PlayerActor.Info.TraitInfo<PlaceBuildingInfo>();
building = name;
// Clear selection if using Left-Click Orders
if (Game.Settings.Game.UseClassicMouseStyle)
@@ -55,12 +54,12 @@ namespace OpenRA.Mods.Common.Orders
var map = world.Map;
var tileset = world.Map.Tileset.ToLowerInvariant();
var info = map.Rules.Actors[building];
buildingInfo = info.TraitInfo<BuildingInfo>();
actorInfo = map.Rules.Actors[name];
buildingInfo = actorInfo.TraitInfo<BuildingInfo>();
centerOffset = buildingInfo.CenterOffset(world);
topLeftScreenOffset = -worldRenderer.ScreenPxOffset(centerOffset);
var buildableInfo = info.TraitInfo<BuildableInfo>();
var buildableInfo = actorInfo.TraitInfo<BuildableInfo>();
var mostLikelyProducer = queue.MostLikelyProducer();
faction = buildableInfo.ForceFaction
?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName);
@@ -107,7 +106,7 @@ namespace OpenRA.Mods.Common.Orders
var orderType = "PlaceBuilding";
var topLeft = viewport.ViewToWorld(Viewport.LastMousePos + topLeftScreenOffset);
var plugInfo = world.Map.Rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
var plugInfo = actorInfo.TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
orderType = "PlacePlug";
@@ -119,8 +118,8 @@ namespace OpenRA.Mods.Common.Orders
}
else
{
if (!world.CanPlaceBuilding(building, buildingInfo, topLeft, null)
|| !buildingInfo.IsCloseEnoughToBase(world, owner, building, topLeft))
if (!world.CanPlaceBuilding(topLeft, actorInfo, buildingInfo, null)
|| !buildingInfo.IsCloseEnoughToBase(world, owner, actorInfo, topLeft))
{
foreach (var order in ClearBlockersOrders(world, topLeft))
yield return order;
@@ -129,14 +128,14 @@ namespace OpenRA.Mods.Common.Orders
yield break;
}
if (world.Map.Rules.Actors[building].HasTraitInfo<LineBuildInfo>() && !mi.Modifiers.HasModifier(Modifiers.Shift))
if (actorInfo.HasTraitInfo<LineBuildInfo>() && !mi.Modifiers.HasModifier(Modifiers.Shift))
orderType = "LineBuild";
}
yield return new Order(orderType, owner.PlayerActor, Target.FromCell(world, topLeft), false)
{
// Building to place
TargetString = building,
TargetString = actorInfo.Name,
// Actor to associate the placement with
ExtraData = queue.Actor.ActorID,
@@ -147,7 +146,7 @@ namespace OpenRA.Mods.Common.Orders
public void Tick(World world)
{
if (queue.CurrentItem() == null || queue.CurrentItem().Item != building)
if (queue.CurrentItem() == null || queue.CurrentItem().Item != actorInfo.Name)
world.CancelInputMode();
if (preview == null)
@@ -174,14 +173,13 @@ namespace OpenRA.Mods.Common.Orders
var centerPosition = world.Map.CenterOfCell(topLeft) + centerOffset;
var rules = world.Map.Rules;
var actorInfo = rules.Actors[building];
foreach (var dec in actorInfo.TraitInfos<IPlaceBuildingDecorationInfo>())
foreach (var r in dec.Render(wr, world, actorInfo, centerPosition))
yield return r;
var cells = new Dictionary<CPos, CellType>();
var plugInfo = rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
var plugInfo = actorInfo.TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
@@ -189,36 +187,34 @@ namespace OpenRA.Mods.Common.Orders
cells.Add(topLeft, MakeCellType(AcceptsPlug(topLeft, plugInfo)));
}
else if (rules.Actors[building].HasTraitInfo<LineBuildInfo>())
else if (actorInfo.HasTraitInfo<LineBuildInfo>())
{
// Linebuild for walls.
if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
throw new InvalidOperationException("LineBuild requires a 1x1 sized Building");
if (!Game.GetModifierKeys().HasModifier(Modifiers.Shift))
foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, building, buildingInfo))
cells.Add(t.First, MakeCellType(buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, t.First), true));
foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, actorInfo, buildingInfo))
cells.Add(t.First, MakeCellType(buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, t.First), true));
cells[topLeft] = MakeCellType(buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft));
cells[topLeft] = MakeCellType(buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, topLeft));
}
else
{
if (!initialized)
{
var actor = rules.Actors[building];
var td = new TypeDictionary()
{
new FactionInit(faction),
new OwnerInit(queue.Actor.Owner),
};
foreach (var api in actor.TraitInfos<IActorPreviewInitInfo>())
foreach (var o in api.ActorPreviewInits(actor, ActorPreviewType.PlaceBuilding))
foreach (var api in actorInfo.TraitInfos<IActorPreviewInitInfo>())
foreach (var o in api.ActorPreviewInits(actorInfo, ActorPreviewType.PlaceBuilding))
td.Add(o);
var init = new ActorPreviewInitializer(actor, wr, td);
preview = actor.TraitInfos<IRenderActorPreviewInfo>()
var init = new ActorPreviewInitializer(actorInfo, wr, td);
preview = actorInfo.TraitInfos<IRenderActorPreviewInfo>()
.SelectMany(rpi => rpi.RenderPreview(init))
.ToArray();
@@ -233,9 +229,9 @@ namespace OpenRA.Mods.Common.Orders
yield return r;
var res = world.WorldActor.TraitOrDefault<ResourceLayer>();
var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft);
var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, topLeft);
foreach (var t in buildingInfo.Tiles(topLeft))
cells.Add(t, MakeCellType(isCloseEnough && world.IsCellBuildable(t, buildingInfo) && (res == null || res.GetResource(t) == null)));
cells.Add(t, MakeCellType(isCloseEnough && world.IsCellBuildable(t, actorInfo, buildingInfo) && (res == null || res.GetResource(t) == null)));
}
var cellPalette = wr.Palette(placeBuildingInfo.Palette);

View File

@@ -173,9 +173,9 @@ namespace OpenRA.Mods.Common.Traits
.SelectMany(gba => gba.AreaTypes));
}
public virtual bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
public virtual bool IsCloseEnoughToBase(World world, Player p, ActorInfo ai, CPos topLeft)
{
var requiresBuildableArea = world.Map.Rules.Actors[buildingName].TraitInfoOrDefault<RequiresBuildableAreaInfo>();
var requiresBuildableArea = ai.TraitInfoOrDefault<RequiresBuildableAreaInfo>();
var mapBuildRadius = world.WorldActor.Trait<MapBuildRadius>();
if (requiresBuildableArea == null || p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)

View File

@@ -17,7 +17,7 @@ namespace OpenRA.Mods.Common.Traits
{
public static class BuildingUtils
{
public static bool IsCellBuildable(this World world, CPos cell, BuildingInfo bi, Actor toIgnore = null)
public static bool IsCellBuildable(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore = null)
{
if (!world.Map.Contains(cell))
return false;
@@ -38,23 +38,23 @@ namespace OpenRA.Mods.Common.Traits
return bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type);
}
public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore)
public static bool CanPlaceBuilding(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore)
{
if (building.AllowInvalidPlacement)
if (bi.AllowInvalidPlacement)
return true;
var res = world.WorldActor.TraitOrDefault<ResourceLayer>();
return building.Tiles(topLeft).All(
return bi.Tiles(cell).All(
t => world.Map.Contains(t) && (res == null || res.GetResource(t) == null) &&
world.IsCellBuildable(t, building, toIgnore));
world.IsCellBuildable(t, ai, bi, toIgnore));
}
public static IEnumerable<Pair<CPos, Actor>> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
public static IEnumerable<Pair<CPos, Actor>> GetLineBuildCells(World world, CPos cell, ActorInfo ai, BuildingInfo bi)
{
var lbi = world.Map.Rules.Actors[name].TraitInfo<LineBuildInfo>();
var topLeft = location; // 1x1 assumption!
var lbi = ai.TraitInfo<LineBuildInfo>();
var topLeft = cell; // 1x1 assumption!
if (world.IsCellBuildable(topLeft, bi))
if (world.IsCellBuildable(topLeft, ai, bi))
yield return Pair.New<CPos, Actor>(topLeft, null);
// Start at place location, search outwards
@@ -70,12 +70,12 @@ namespace OpenRA.Mods.Common.Traits
if (dirs[d] != 0)
continue;
var cell = topLeft + i * vecs[d];
if (world.IsCellBuildable(cell, bi))
var c = topLeft + i * vecs[d];
if (world.IsCellBuildable(c, ai, bi))
continue; // Cell is empty; continue search
// Cell contains an actor. Is it the type we want?
connectors[d] = world.ActorMap.GetActorsAt(cell)
connectors[d] = world.ActorMap.GetActorsAt(c)
.FirstOrDefault(a => a.Info.TraitInfos<LineBuildNodeInfo>()
.Any(info => info.Types.Overlaps(lbi.NodeTypes) && info.Connections.Contains(vecs[d])));

View File

@@ -61,18 +61,18 @@ namespace OpenRA.Mods.Common.Traits
if (targetActor == null || targetActor.IsDead)
return;
var unit = self.World.Map.Rules.Actors[order.TargetString];
var actorInfo = self.World.Map.Rules.Actors[order.TargetString];
var queue = targetActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.CanBuild(unit) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
.FirstOrDefault(q => q.CanBuild(actorInfo) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
if (queue == null)
return;
var producer = queue.MostLikelyProducer();
var faction = producer.Trait != null ? producer.Trait.Faction : self.Owner.Faction.InternalName;
var buildingInfo = unit.TraitInfo<BuildingInfo>();
var buildingInfo = actorInfo.TraitInfo<BuildingInfo>();
var buildableInfo = unit.TraitInfoOrDefault<BuildableInfo>();
var buildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo != null && buildableInfo.ForceFaction != null)
faction = buildableInfo.ForceFaction;
@@ -90,11 +90,11 @@ namespace OpenRA.Mods.Common.Traits
Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, placed.CenterPosition);
// Build the connection segments
var segmentType = unit.TraitInfo<LineBuildInfo>().SegmentType;
var segmentType = actorInfo.TraitInfo<LineBuildInfo>().SegmentType;
if (string.IsNullOrEmpty(segmentType))
segmentType = order.TargetString;
foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, actorInfo, buildingInfo))
{
if (t.First == order.TargetLocation)
continue;
@@ -115,7 +115,7 @@ namespace OpenRA.Mods.Common.Traits
if (host == null)
return;
var plugInfo = unit.TraitInfoOrDefault<PlugInfo>();
var plugInfo = actorInfo.TraitInfoOrDefault<PlugInfo>();
if (plugInfo == null)
return;
@@ -132,8 +132,8 @@ namespace OpenRA.Mods.Common.Traits
}
else
{
if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null)
|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, order.TargetString, order.TargetLocation))
if (!self.World.CanPlaceBuilding(order.TargetLocation, actorInfo, buildingInfo, null)
|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, actorInfo, order.TargetLocation))
return;
var building = w.CreateActor(order.TargetString, new TypeDictionary

View File

@@ -54,6 +54,7 @@ namespace OpenRA.Mods.Common.Traits
public class Transforms : PausableConditionalTrait<TransformsInfo>, IIssueOrder, IResolveOrder, IOrderVoice, IIssueDeployOrder
{
readonly Actor self;
readonly ActorInfo actorInfo;
readonly BuildingInfo buildingInfo;
readonly string faction;
@@ -61,7 +62,8 @@ namespace OpenRA.Mods.Common.Traits
: base(info)
{
self = init.Self;
buildingInfo = self.World.Map.Rules.Actors[info.IntoActor].TraitInfoOrDefault<BuildingInfo>();
actorInfo = self.World.Map.Rules.Actors[info.IntoActor];
buildingInfo = actorInfo.TraitInfoOrDefault<BuildingInfo>();
faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
}
@@ -79,7 +81,7 @@ namespace OpenRA.Mods.Common.Traits
if (building != null && building.Locked)
return false;
return buildingInfo == null || self.World.CanPlaceBuilding(Info.IntoActor, buildingInfo, self.Location + Info.Offset, self);
return buildingInfo == null || self.World.CanPlaceBuilding(self.Location + Info.Offset, actorInfo, buildingInfo, self);
}
public IEnumerable<IOrderTargeter> Orders