moved helper functions out of Game, into WorldUtils
This commit is contained in:
@@ -208,130 +208,9 @@ namespace OpenRa
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renderer.PaletteTexture = palette.Texture;
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt)
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{
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return IsCellBuildable(a, umt, null);
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}
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public static bool IsCellBuildable(int2 a, UnitMovementType umt, Actor toIgnore)
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{
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if (Game.world.BuildingInfluence.GetBuildingAt(a) != null) return false;
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if (Game.world.UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false;
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return Game.world.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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public static bool IsActorCrushableByActor(Actor a, Actor b)
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{
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return IsActorCrushableByMovementType(a, b.traits.GetOrDefault<IMovement>().GetMovementType());
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}
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public static bool IsActorPathableToCrush(Actor a, UnitMovementType umt)
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{
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return a != null &&
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a.traits.WithInterface<ICrushable>()
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.Any(c => c.IsPathableCrush(umt, a.Owner));
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}
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public static bool IsActorCrushableByMovementType(Actor a, UnitMovementType umt)
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{
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return a != null &&
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a.traits.WithInterface<ICrushable>()
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.Any(c => c.IsCrushableBy(umt, a.Owner));
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}
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public static bool IsWater(int2 a)
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{
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return Game.world.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(UnitMovementType.Float,
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Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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}
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public static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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{
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var min = float2.Min(a, b);
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var max = float2.Max(a, b);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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return world.Actors
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.Where(x => x.GetBounds(true).IntersectsWith(rect));
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}
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public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
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{
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var min = a - new float2(r, r);
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var max = a + new float2(r, r);
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var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
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var inBox = world.Actors.Where(x => x.GetBounds(false).IntersectsWith(rect));
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return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
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}
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public static IEnumerable<int2> FindTilesInCircle(int2 a, int r)
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{
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var min = a - new int2(r, r);
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var max = a + new int2(r, r);
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if (min.X < 0) min.X = 0;
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if (min.Y < 0) min.Y = 0;
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if (max.X > 127) max.X = 127;
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if (max.Y > 127) max.Y = 127;
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (r * r >= (new int2(i, j) - a).LengthSquared)
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yield return new int2(i, j);
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}
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public static IEnumerable<Actor> SelectActorsInBox(float2 a, float2 b)
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{
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return FindUnits(a, b)
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.Where( x => x.traits.Contains<Selectable>() )
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.GroupBy(x => (x.Owner == LocalPlayer) ? x.Info.Traits.Get<SelectableInfo>().Priority : 0)
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.OrderByDescending(g => g.Key)
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.Select( g => g.AsEnumerable() )
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.DefaultIfEmpty( new Actor[] {} )
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.FirstOrDefault();
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}
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public static Random SharedRandom = new Random(0); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static bool CanPlaceBuilding(string name, BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
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{
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return !Footprint.Tiles(name, building, xy, adjust).Any(
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t => !Game.world.Map.IsInMap(t.X, t.Y) || Game.world.Map.ContainsResource(t) || !Game.IsCellBuildable(t,
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building.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,
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toIgnore));
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}
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public static bool IsCloseEnoughToBase(Player p, string buildingName, BuildingInfo bi, int2 position)
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{
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var maxDistance = bi.Adjacent + 1;
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var search = new PathSearch()
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{
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heuristic = loc =>
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{
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var b = Game.world.BuildingInfluence.GetBuildingAt(loc);
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if (b != null && b.Owner == p && b.Info.Traits.Get<BuildingInfo>().BaseNormal) return 0;
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if ((loc - position).Length > maxDistance)
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return float.PositiveInfinity; /* not quite right */
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return 1;
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},
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checkForBlocked = false,
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ignoreTerrain = true,
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};
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foreach (var t in Footprint.Tiles(buildingName, bi, position)) search.AddInitialCell(t);
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return Game.world.PathFinder.FindPath(search).Count != 0;
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}
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public static void SyncLobbyInfo(string data)
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{
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var session = new Session();
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