Fix BuildingInfluence style nits.

This commit is contained in:
Paul Chote
2014-03-18 15:24:05 +13:00
parent 52e27f036a
commit e367ce4457

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information #region Copyright & License Information
/* /*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made * This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License * available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information, * as published by the Free Software Foundation. For more information,
@@ -14,7 +14,7 @@ namespace OpenRA.Mods.RA.Buildings
{ {
public class BuildingInfluenceInfo : ITraitInfo public class BuildingInfluenceInfo : ITraitInfo
{ {
public object Create( ActorInitializer init ) { return new BuildingInfluence( init.world ); } public object Create(ActorInitializer init) { return new BuildingInfluence(init.world); }
} }
public class BuildingInfluence public class BuildingInfluence
@@ -22,30 +22,39 @@ namespace OpenRA.Mods.RA.Buildings
Actor[,] influence; Actor[,] influence;
Map map; Map map;
public BuildingInfluence( World world ) public BuildingInfluence(World world)
{ {
map = world.Map; map = world.Map;
influence = new Actor[map.MapSize.X, map.MapSize.Y]; influence = new Actor[map.MapSize.X, map.MapSize.Y];
world.ActorAdded += world.ActorAdded += a =>
a => { if (a.HasTrait<Building>()) {
ChangeInfluence(a, a.Trait<Building>(), true); }; var b = a.TraitOrDefault<Building>();
world.ActorRemoved += if (b != null)
a => { if (a.HasTrait<Building>()) ChangeInfluence(a, b, true);
ChangeInfluence(a, a.Trait<Building>(), false); }; };
world.ActorRemoved += a =>
{
var b = a.TraitOrDefault<Building>();
if (b != null)
ChangeInfluence(a, b, false);
};
} }
void ChangeInfluence( Actor a, Building building, bool isAdd ) void ChangeInfluence(Actor a, Building building, bool isAdd)
{ {
foreach( var u in FootprintUtils.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) ) foreach (var u in FootprintUtils.Tiles(a.Info.Name, building.Info, a.Location))
if( map.IsInMap( u ) ) if (map.IsInMap(u))
influence[ u.X, u.Y ] = isAdd ? a : null; influence[u.X, u.Y] = isAdd ? a : null;
} }
public Actor GetBuildingAt(CPos cell) public Actor GetBuildingAt(CPos cell)
{ {
if (!map.IsInMap(cell)) return null; if (!map.IsInMap(cell))
return null;
return influence[cell.X, cell.Y]; return influence[cell.X, cell.Y];
} }
} }