New types for cell and pixel coordinate position/vectors.

This commit is contained in:
James Dunne
2012-06-20 23:22:27 -05:00
parent 0b98a8ce5e
commit 9c49143534
162 changed files with 1291 additions and 865 deletions

View File

@@ -16,12 +16,12 @@ namespace OpenRA.Mods.RA.Buildings
{
public static class BuildingUtils
{
public static bool IsCellBuildable(this World world, int2 a, BuildingInfo bi)
public static bool IsCellBuildable(this World world, CPos a, BuildingInfo bi)
{
return world.IsCellBuildable(a, bi, null);
}
public static bool IsCellBuildable(this World world, int2 a, BuildingInfo bi, Actor toIgnore)
public static bool IsCellBuildable(this World world, CPos a, BuildingInfo bi, Actor toIgnore)
{
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(a) != null) return false;
if (world.ActorMap.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA.Buildings
return world.Map.IsInMap(a) && bi.TerrainTypes.Contains(world.GetTerrainType(a));
}
public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore)
{
var res = world.WorldActor.Trait<ResourceLayer>();
return FootprintUtils.Tiles(name, building, topLeft).All(
@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Buildings
world.IsCellBuildable(t, building, toIgnore));
}
public static IEnumerable<int2> GetLineBuildCells(World world, int2 location, string name, BuildingInfo bi)
public static IEnumerable<CPos> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
{
int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
var topLeft = location; // 1x1 assumption!
@@ -47,7 +47,7 @@ namespace OpenRA.Mods.RA.Buildings
// Start at place location, search outwards
// TODO: First make it work, then make it nice
var vecs = new[] { new int2(1, 0), new int2(0, 1), new int2(-1, 0), new int2(0, -1) };
var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) };
int[] dirs = { 0, 0, 0, 0 };
for (int d = 0; d < 4; d++)
{
@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA.Buildings
if (dirs[d] != 0)
continue;
int2 cell = topLeft + i * vecs[d];
CPos cell = topLeft + i * vecs[d];
if (world.IsCellBuildable(cell, bi))
continue; // Cell is empty; continue search