Allow BuildingInfluence to track overlapping buildings in the same cell.
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@@ -235,7 +235,7 @@ namespace OpenRA.Mods.Common.Traits
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// Building bibs and pathable footprint cells are not included in the ActorMap
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// TODO: Allow ActorMap to track these and finally remove the BuildingInfluence layer completely
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if (AnyGivesBuildableArea(new[] { bi.GetBuildingAt(c) }, p, allyBuildEnabled, requiresBuildableArea))
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if (AnyGivesBuildableArea(bi.GetBuildingsAt(c), p, allyBuildEnabled, requiresBuildableArea))
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nearnessCandidates.Add(c);
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}
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}
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@@ -22,33 +22,65 @@ namespace OpenRA.Mods.Common.Traits
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public class BuildingInfluence
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{
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class InfluenceNode
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{
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public InfluenceNode Next;
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public Actor Actor;
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}
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readonly Map map;
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readonly CellLayer<Actor> influence;
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readonly CellLayer<InfluenceNode> influence;
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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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influence = new CellLayer<InfluenceNode>(map);
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}
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internal void AddInfluence(Actor a, IEnumerable<CPos> tiles)
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internal void AddInfluence(Actor a, IEnumerable<CPos> cells)
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{
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foreach (var u in tiles)
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if (influence.Contains(u) && influence[u] == null)
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influence[u] = a;
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foreach (var c in cells)
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{
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var uv = c.ToMPos(map);
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if (influence.Contains(uv))
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influence[uv] = new InfluenceNode { Next = influence[uv], Actor = a };
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}
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}
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internal void RemoveInfluence(Actor a, IEnumerable<CPos> tiles)
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internal void RemoveInfluence(Actor a, IEnumerable<CPos> cells)
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{
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foreach (var u in tiles)
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if (influence.Contains(u) && influence[u] == a)
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influence[u] = null;
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foreach (var c in cells)
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{
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var uv = c.ToMPos(map);
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if (!influence.Contains(uv))
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continue;
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influence[uv] = RemoveInfluenceInner(influence[uv], a);
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}
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}
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public Actor GetBuildingAt(CPos cell)
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static InfluenceNode RemoveInfluenceInner(InfluenceNode influenceNode, Actor toRemove)
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{
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return influence.Contains(cell) ? influence[cell] : null;
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if (influenceNode == null)
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return null;
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influenceNode.Next = RemoveInfluenceInner(influenceNode.Next, toRemove);
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return influenceNode.Actor == toRemove ? influenceNode.Next : influenceNode;
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}
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public IEnumerable<Actor> GetBuildingsAt(CPos cell)
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{
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var uv = cell.ToMPos(map);
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if (!influence.Contains(uv))
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yield break;
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var node = influence[uv];
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while (node != null)
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{
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yield return node.Actor;
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node = node.Next;
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}
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}
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public bool AnyBuildingAt(CPos cell)
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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.D2k.Traits.Buildings
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continue;
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// Don't place under other buildings (or their bib)
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if (bi.GetBuildingAt(c) != self)
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if (bi.GetBuildingsAt(c).Any(a => a != self))
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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@@ -115,7 +115,7 @@ namespace OpenRA.Mods.D2k.Traits.Buildings
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continue;
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// Don't place under other buildings (or their bib)
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if (bi.GetBuildingAt(c) != self)
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if (bi.GetBuildingsAt(c).Any(a => a != self))
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continue;
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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