New types for cell and pixel coordinate position/vectors.
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@@ -31,8 +31,8 @@ namespace OpenRA.Mods.RA
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class Minelayer : IIssueOrder, IResolveOrder, IPostRenderSelection, ISync
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{
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/* [Sync] when sync can cope with arrays! */
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public int2[] minefield = null;
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[Sync] int2 minefieldStart;
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public CPos[] minefield = null;
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[Sync] CPos minefieldStart;
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Actor self;
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public Minelayer(Actor self) { this.self = self; }
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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA
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{
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if( order is BeginMinefieldOrderTargeter )
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{
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var start = Traits.Util.CellContaining( target.CenterLocation );
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var start = target.CenterLocation.ToCPos();
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self.World.OrderGenerator = new MinefieldOrderGenerator( self, start );
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return new Order("BeginMinefield", self, false) { TargetLocation = start };
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}
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@@ -71,34 +71,34 @@ namespace OpenRA.Mods.RA
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}
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}
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static IEnumerable<int2> GetMinefieldCells(int2 start, int2 end, float depth)
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static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, float depth)
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{
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var mins = int2.Min(start, end);
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var maxs = int2.Max(start, end);
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var mins = CPos.Min(start, end);
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var maxs = CPos.Max(start, end);
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/* todo: proper endcaps, if anyone cares (which won't happen unless depth is large) */
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var p = end - start;
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var q = new float2(p.Y, -p.X);
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q = (start != end) ? (1 / q.Length) * q : new float2(1, 0);
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var c = -float2.Dot(q, start);
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var c = -float2.Dot(q, start.ToFloat2());
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/* return all points such that |ax + by + c| < depth */
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for (var i = mins.X; i <= maxs.X; i++)
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for (var j = mins.Y; j <= maxs.Y; j++)
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if (Math.Abs(q.X * i + q.Y * j + c) < depth)
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yield return new int2(i, j);
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yield return new CPos(i, j);
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}
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class MinefieldOrderGenerator : IOrderGenerator
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{
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readonly Actor minelayer;
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readonly int2 minefieldStart;
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readonly CPos minefieldStart;
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public MinefieldOrderGenerator(Actor self, int2 xy ) { minelayer = self; minefieldStart = xy; }
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public MinefieldOrderGenerator(Actor self, CPos xy ) { minelayer = self; minefieldStart = xy; }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.RA
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world.CancelInputMode();
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}
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int2 lastMousePos;
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CPos lastMousePos;
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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if (!minelayer.IsInWorld)
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@@ -140,7 +140,7 @@ namespace OpenRA.Mods.RA
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public void RenderBeforeWorld(WorldRenderer wr, World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* todo */
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public string GetCursor(World world, CPos xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* todo */
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}
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public void RenderAfterWorld(WorldRenderer wr)
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@@ -162,7 +162,7 @@ namespace OpenRA.Mods.RA
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return false;
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}
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public bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
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public bool CanTargetLocation(Actor self, CPos location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if (!self.World.Map.IsInMap(location))
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return false;
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