Removed an overload of Footprint.Tiles (see also next commit)
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@@ -7,11 +7,6 @@ namespace OpenRa.GameRules
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{
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{
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static class Footprint
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static class Footprint
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{
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{
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public static IEnumerable<int2> Tiles( string name, BuildingInfo buildingInfo, int2 position )
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{
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return Tiles(name, buildingInfo, position, true);
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}
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public static IEnumerable<int2> Tiles( string name, BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
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public static IEnumerable<int2> Tiles( string name, BuildingInfo buildingInfo, int2 position, bool adjustForPlacement )
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{
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{
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var dim = buildingInfo.Dimensions;
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var dim = buildingInfo.Dimensions;
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@@ -46,9 +46,10 @@ namespace OpenRa
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public void DrawBuildingGrid( string name, BuildingInfo bi )
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public void DrawBuildingGrid( string name, BuildingInfo bi )
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{
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{
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var position = Game.controller.MousePosition.ToInt2();
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var position = Game.controller.MousePosition.ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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var isCloseEnough = Game.world.IsCloseEnoughToBase(Game.LocalPlayer, name, bi, position);
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var isCloseEnough = Game.world.IsCloseEnoughToBase(Game.LocalPlayer, name, bi, position);
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foreach( var t in Footprint.Tiles( name, bi, position ) )
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foreach( var t in Footprint.Tiles( name, bi, topLeft, false ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && Game.world.IsCellBuildable( t, bi.WaterBound
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spriteRenderer.DrawSprite( ( isCloseEnough && Game.world.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.world.Map.ContainsResource( t ) )
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.world.Map.ContainsResource( t ) )
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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@@ -125,7 +125,8 @@ namespace OpenRa
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ignoreTerrain = true,
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ignoreTerrain = true,
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};
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};
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foreach (var t in Footprint.Tiles(buildingName, bi, position)) search.AddInitialCell(t);
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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foreach (var t in Footprint.Tiles(buildingName, bi, topLeft, false)) search.AddInitialCell(t);
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return world.PathFinder.FindPath(search).Count != 0;
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return world.PathFinder.FindPath(search).Count != 0;
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}
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}
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