Linebuild walls

This commit is contained in:
Paul Chote
2010-02-28 14:30:02 +13:00
parent 48d12a55f0
commit f84464d5ab
8 changed files with 145 additions and 8 deletions

View File

@@ -72,7 +72,46 @@ namespace OpenRA
spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
? buildOk : buildBlocked, Game.CellSize * t, "terrain" );
// Linebuild for walls.
// Assumes a 1x1 footprint; weird things will happen for other footprints
if (Rules.Info[ name ].Traits.Contains<LineBuildInfo>())
{
int range = Rules.Info[ name ].Traits.Get<LineBuildInfo>().Range;
// Start at place location, search outwards
// TODO: First make it work, then make it nice
int[] dirs = {0,0,0,0};
for (int d = 0; d < 4; d++)
{
for (int i = 1; i < range; i++)
{
if (dirs[d] != 0)
continue;
int2 cell = world.OffsetCell(topLeft,i,d);
if (world.IsCellBuildable(cell, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
continue; // Cell is empty; continue search
// Cell contains an actor. Is it the type we want?
if (Game.world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
dirs[d] = i; // Cell contains actor of correct type
else
dirs[d] = -1; // Cell is blocked by another actor type
}
// Place intermediate-line sections
if (dirs[d] > 0)
{
for (int i = 1; i < dirs[d]; i++)
{
int2 cell = world.OffsetCell(topLeft,i,d);
spriteRenderer.DrawSprite( world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, cell) ? buildOk : buildBlocked, Game.CellSize * cell, "terrain" );
}
}
}
}
spriteRenderer.Flush();
}
}