Support a maximum building range (Fixes #2156).
This also implements support for a per-provider cooldown between placing structures, allowing mods with multiple structure queues to rate-limit placement around a single provider. An initial delay parameter is included to support units that deploy into a base provider and require an initial setup time (e.g. the Surveyor unit from C&C TW). The range and time restrictions are not applied to walls as a balance choice.
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@@ -31,17 +31,40 @@ namespace OpenRA.Mods.RA.Buildings
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[Desc("x means space it blocks, _ is a part that is passable by actors.")]
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public readonly string Footprint = "x";
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly bool RequiresBaseProvider = false;
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public PPos CenterLocation(CPos topLeft)
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{
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return (PPos)((2 * topLeft.ToInt2() + Dimensions) * Game.CellSize / 2);
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}
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bool HasBaseProvider(World world, Player p, CPos topLeft)
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{
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var center = CenterLocation(topLeft);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[p] != Stance.Ally || !bp.Trait.Ready())
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continue;
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if (Combat.IsInRange(center, bp.Trait.Info.Range, bp.Actor.CenterLocation))
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return true;
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}
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return false;
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}
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
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{
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if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
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return true;
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if (RequiresBaseProvider && !HasBaseProvider(world, p, topLeft))
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return false;
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var buildingMaxBounds = (CVec)Dimensions;
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if (Rules.Info[buildingName].Traits.Contains<BibInfo>())
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buildingMaxBounds += new CVec(0, 1);
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@@ -103,7 +126,7 @@ namespace OpenRA.Mods.RA.Buildings
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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pxPosition = (PPos) (( 2 * topLeft.ToInt2() + Info.Dimensions ) * Game.CellSize / 2);
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pxPosition = Info.CenterLocation(topLeft);
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}
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public int GetPowerUsage()
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