Changes to map.cs, rename IPositionable.IsLeaving{ => Cell}, add IPositionable.GetValidSubCell
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@@ -80,8 +80,9 @@ namespace OpenRA
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[FieldLoader.Ignore]
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public readonly WVec[] SubCellOffsets;
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public readonly SubCell DefaultSubCell;
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public readonly SubCell LastSubCell;
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public WVec OffsetOf(SubCell subCell) { return SubCellOffsets[(int)subCell]; }
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public WVec OffsetOfSubCell(SubCell subCell) { return SubCellOffsets[(int)subCell]; }
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[FieldLoader.LoadUsing("LoadOptions")]
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public MapOptions Options;
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@@ -252,6 +253,7 @@ namespace OpenRA
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MapResources = Exts.Lazy(() => LoadResourceTiles());
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TileShape = Game.modData.Manifest.TileShape;
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SubCellOffsets = Game.modData.Manifest.SubCellOffsets;
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LastSubCell = (SubCell)(SubCellOffsets.Length - 1);
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DefaultSubCell = (SubCell)Game.modData.Manifest.SubCellDefaultIndex;
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// The Uid is calculated from the data on-disk, so
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@@ -496,7 +498,7 @@ namespace OpenRA
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return new WPos(512 * (cell.X - cell.Y + 1), 512 * (cell.X + cell.Y + 1), 0);
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}
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public WPos CenterOf(CPos cell, SubCell subCell)
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public WPos CenterOfSubCell(CPos cell, SubCell subCell)
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{
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var index = (int)subCell;
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if (index >= 0 && index <= SubCellOffsets.Length)
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@@ -30,7 +30,7 @@ namespace OpenRA.Traits
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public static Target FromPos(WPos p) { return new Target { pos = p, type = TargetType.Terrain }; }
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public static Target FromCell(World w, CPos c, SubCell subCell = SubCell.FullCell)
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{
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return new Target { pos = w.Map.CenterOf(c, subCell), type = TargetType.Terrain };
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return new Target { pos = w.Map.CenterOfSubCell(c, subCell), type = TargetType.Terrain };
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}
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public static Target FromOrder(World w, Order o)
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@@ -180,9 +180,10 @@ namespace OpenRA.Traits
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public interface IPositionable : IOccupySpace
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{
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bool IsLeaving(CPos location, SubCell subCell = SubCell.AnySubCell);
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bool IsLeavingCell(CPos location, SubCell subCell = SubCell.AnySubCell);
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bool CanEnterCell(CPos location, Actor ignoreActor = null, bool checkTransientActors = true);
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SubCell GetAvailableSubcell(CPos location, SubCell preferredSubCell = SubCell.AnySubCell, Actor ignoreActor = null, bool checkTransientActors = true);
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SubCell GetValidSubCell(SubCell preferred = SubCell.AnySubCell);
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SubCell GetAvailableSubCell(CPos location, SubCell preferredSubCell = SubCell.AnySubCell, Actor ignoreActor = null, bool checkTransientActors = true);
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void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.AnySubCell);
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void SetPosition(Actor self, WPos pos);
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void SetVisualPosition(Actor self, WPos pos);
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@@ -116,7 +116,7 @@ namespace OpenRA.Traits
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return SubCell.InvalidSubCell;
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}
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// NOTE: does not check transients, but checks aircraft
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// NOTE: always includes transients with influence
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public bool AnyUnitsAt(CPos a)
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{
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return influence[a] != null;
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@@ -132,7 +132,7 @@ namespace OpenRA.Traits
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if (checkTransient)
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return true;
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var pos = i.Actor.TraitOrDefault<IPositionable>();
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if (pos == null || !pos.IsLeaving(a, i.SubCell))
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if (pos == null || !pos.IsLeavingCell(a, i.SubCell))
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return true;
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}
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