Add "Build off Ally ConYards" option. Fixes #2464.
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@@ -43,7 +43,8 @@ namespace OpenRA.Mods.RA.Buildings
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var center = topLeft.CenterPosition + FootprintUtils.CenterOffset(this);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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if (bp.Actor.Owner.Stances[p] != Stance.Ally || !bp.Trait.Ready())
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var validOwner = bp.Actor.Owner == p || (world.LobbyInfo.GlobalSettings.AllyBuildRadius && bp.Actor.Owner.Stances[p] == Stance.Ally);
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if (!validOwner || !bp.Trait.Ready())
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continue;
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// Range is counted from the center of the actor, not from each cell.
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@@ -72,14 +73,21 @@ namespace OpenRA.Mods.RA.Buildings
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var nearnessCandidates = new List<CPos>();
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
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for (var y = scanStart.Y; y < scanEnd.Y; y++)
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{
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for (var x = scanStart.X; x < scanEnd.X; x++)
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{
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var at = bi.GetBuildingAt(new CPos(x, y));
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if (at != null && at.Owner.Stances[p] == Stance.Ally && at.HasTrait<GivesBuildableArea>())
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nearnessCandidates.Add(new CPos(x, y));
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var pos = new CPos(x, y);
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var at = bi.GetBuildingAt(pos);
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if (at == null || !at.HasTrait<GivesBuildableArea>())
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continue;
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if (at.Owner == p || (allyBuildRadius && at.Owner.Stances[p] == Stance.Ally))
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nearnessCandidates.Add(pos);
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}
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}
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var buildingTiles = FootprintUtils.Tiles(buildingName, this, topLeft).ToList();
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return nearnessCandidates
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