using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.GameRules; namespace OpenRa.Traits { public class BuildingInfluenceInfo : ITraitInfo { public object Create( Actor self ) { return new BuildingInfluence( self ); } } public class BuildingInfluence { bool[,] blocked = new bool[128, 128]; Actor[,] influence = new Actor[128, 128]; public BuildingInfluence( Actor self ) { self.World.ActorAdded += a => { if (a.traits.Contains()) ChangeInfluence(a, a.traits.Get(), true); }; self.World.ActorRemoved += a => { if (a.traits.Contains()) ChangeInfluence(a, a.traits.Get(), false); }; } void ChangeInfluence( Actor a, Building building, bool isAdd ) { foreach( var u in Footprint.UnpathableTiles( a.Info.Name, a.Info.Traits.Get(), a.Location ) ) if( IsValid( u ) ) blocked[ u.X, u.Y ] = isAdd; foreach( var u in Footprint.Tiles( a.Info.Name, a.Info.Traits.Get(), a.Location ) ) if( IsValid( u ) ) influence[ u.X, u.Y ] = isAdd ? a : null; } bool IsValid(int2 t) { return !(t.X < 0 || t.Y < 0 || t.X >= 128 || t.Y >= 128); } public Actor GetBuildingAt(int2 cell) { if (!IsValid(cell)) return null; return influence[cell.X, cell.Y]; } public bool CanMoveHere(int2 cell) { return IsValid(cell) && !blocked[cell.X, cell.Y]; } }}