Move some Building traits and related elements to Mods.Common
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63
OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
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63
OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("A dictionary of buildings placed on the map. Attach this to the world actor.")]
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public class BuildingInfluenceInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new BuildingInfluence(init.world); }
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}
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public class BuildingInfluence
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{
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CellLayer<Actor> influence;
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Map map;
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public BuildingInfluence(World world)
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{
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map = world.Map;
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influence = new CellLayer<Actor>(map);
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world.ActorAdded += a =>
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{
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var b = a.TraitOrDefault<Building>();
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if (b == null)
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return;
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foreach (var u in FootprintUtils.Tiles(map.Rules, a.Info.Name, b.Info, a.Location))
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if (map.Contains(u) && influence[u] == null)
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influence[u] = a;
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};
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world.ActorRemoved += a =>
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{
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var b = a.TraitOrDefault<Building>();
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if (b == null)
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return;
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foreach (var u in FootprintUtils.Tiles(map.Rules, a.Info.Name, b.Info, a.Location))
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if (map.Contains(u) && influence[u] == a)
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influence[u] = null;
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};
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}
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public Actor GetBuildingAt(CPos cell)
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{
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if (!map.Contains(cell))
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return null;
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return influence[cell];
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}
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}
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}
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