using OpenRa.GameRules; using OpenRa.Traits; namespace OpenRa { public class BuildingInfluenceMap { bool[,] blocked = new bool[128, 128]; Actor[,] influence = new Actor[128, 128]; public BuildingInfluenceMap() { Game.world.ActorAdded += a => { if (a.traits.Contains()) ChangeInfluence(a, a.traits.Get(), true); }; Game.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, false ) ) 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 Actor GetNearestBuilding(int2 cell) { if (!IsValid(cell)) return null; return influence[cell.X, cell.Y]; } public int GetDistanceToBuilding(int2 cell) { if (!IsValid(cell)) return int.MaxValue; return influence[cell.X, cell.Y] == null ? int.MaxValue : 0; } public bool CanMoveHere(int2 cell) { return IsValid(cell) && !blocked[cell.X, cell.Y]; } } }