extract DrawGrid from DrawBuildingGrid
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@@ -53,27 +53,33 @@ namespace OpenRA
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}
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}
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public void DrawGrid( WorldRenderer wr, Dictionary<int2, bool> cells )
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{
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foreach( var c in cells )
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( c.Value ? buildOk : buildBlocked ).DrawAt( wr, Game.CellSize * c.Key, "terrain" );
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}
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public void DrawBuildingGrid( WorldRenderer wr, World world, string name, BuildingInfo bi )
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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var cells = new Dictionary<int2, bool>();
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
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{
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foreach (var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi))
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(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t) ? buildOk : buildBlocked)
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.DrawAt(wr, Game.CellSize * t, "terrain");
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foreach( var t in LineBuildUtils.GetLineBuildCells( world, topLeft, name, bi ) )
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cells.Add( t, world.IsCloseEnoughToBase( world.LocalPlayer, name, bi, t ) );
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}
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else
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{
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null) ? buildOk : buildBlocked)
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.DrawAt( wr, Game.CellSize * t, "terrain");
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cells.Add( t, isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null );
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}
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DrawGrid( wr, cells );
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}
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}
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