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

@@ -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])));