#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * 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 * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public static class BuildingUtils { public static bool IsCellBuildable(this World world, CPos cell, BuildingInfo bi, Actor toIgnore = null) { if (!world.Map.Contains(cell)) return false; if (world.WorldActor.Trait().GetBuildingAt(cell) != null) return false; if (!bi.AllowInvalidPlacement && world.ActorMap.GetUnitsAt(cell).Any(a => a != toIgnore)) return false; return bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type); } public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore) { if (building.AllowInvalidPlacement) return true; var res = world.WorldActor.Trait(); return FootprintUtils.Tiles(world.Map.Rules, name, building, topLeft).All( t => world.Map.Contains(t) && res.GetResource(t) == null && world.IsCellBuildable(t, building, toIgnore)); } public static IEnumerable GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi) { var lbi = world.Map.Rules.Actors[name].Traits.Get(); var topLeft = location; // 1x1 assumption! if (world.IsCellBuildable(topLeft, bi)) yield return topLeft; // Start at place location, search outwards // TODO: First make it work, then make it nice var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) }; int[] dirs = { 0, 0, 0, 0 }; for (var d = 0; d < 4; d++) { for (var i = 1; i < lbi.Range; i++) { if (dirs[d] != 0) continue; var cell = topLeft + i * vecs[d]; if (world.IsCellBuildable(cell, bi)) continue; // Cell is empty; continue search // Cell contains an actor. Is it the type we want? if (world.ActorsWithTrait().Any(a => (a.Actor.Location == cell && a.Actor.Info.Traits.Get() .Types.Intersect(lbi.NodeTypes).Any()))) 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 (var i = 1; i < dirs[d]; i++) yield return topLeft + i * vecs[d]; } } } }