using System; using System.Collections.Generic; using System.Linq; using OpenRa.Traits; using System.Drawing; using OpenRa.GameRules; namespace OpenRa { static class WorldUtils { public static bool IsCellBuildable(this World world, int2 a, UnitMovementType umt) { return world.IsCellBuildable(a, umt, null); } public static bool IsCellBuildable(this World world, int2 a, UnitMovementType umt, Actor toIgnore) { if (world.BuildingInfluence.GetBuildingAt(a) != null) return false; if (world.UnitInfluence.GetUnitsAt(a).Any(b => b != toIgnore)) return false; return world.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(umt, world.TileSet.GetWalkability(world.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } public static bool IsActorCrushableByActor(this World world, Actor a, Actor b) { return world.IsActorCrushableByMovementType(a, b.traits.GetOrDefault().GetMovementType()); } public static bool IsActorPathableToCrush(this World world, Actor a, UnitMovementType umt) { return a != null && a.traits.WithInterface() .Any(c => c.IsPathableCrush(umt, a.Owner)); } public static bool IsActorCrushableByMovementType(this World world, Actor a, UnitMovementType umt) { return a != null && a.traits.WithInterface() .Any(c => c.IsCrushableBy(umt, a.Owner)); } public static bool IsWater(this World world, int2 a) { return world.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(UnitMovementType.Float, world.TileSet.GetWalkability(world.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity; } public static IEnumerable FindUnits(this World world, float2 a, float2 b) { var min = float2.Min(a, b); var max = float2.Max(a, b); var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y); return world.Actors .Where(x => x.GetBounds(true).IntersectsWith(rect)); } public static IEnumerable FindUnitsInCircle(this World world, float2 a, float r) { var min = a - new float2(r, r); var max = a + new float2(r, r); var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y); var inBox = world.Actors.Where(x => x.GetBounds(false).IntersectsWith(rect)); return inBox.Where(x => (x.CenterLocation - a).LengthSquared < r * r); } public static IEnumerable FindTilesInCircle(this World world, int2 a, int r) { var min = a - new int2(r, r); var max = a + new int2(r, r); if (min.X < 0) min.X = 0; if (min.Y < 0) min.Y = 0; if (max.X > 127) max.X = 127; if (max.Y > 127) max.Y = 127; for (var j = min.Y; j <= max.Y; j++) for (var i = min.X; i <= max.X; i++) if (r * r >= (new int2(i, j) - a).LengthSquared) yield return new int2(i, j); } public static IEnumerable SelectActorsInBox(this World world, float2 a, float2 b) { return world.FindUnits(a, b) .Where( x => x.traits.Contains() ) .GroupBy(x => (x.Owner == Game.LocalPlayer) ? x.Info.Traits.Get().Priority : 0) .OrderByDescending(g => g.Key) .Select( g => g.AsEnumerable() ) .DefaultIfEmpty( new Actor[] {} ) .FirstOrDefault(); } public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 xy, Actor toIgnore, bool adjust) { return !Footprint.Tiles(name, building, xy, adjust).Any( t => !world.Map.IsInMap(t.X, t.Y) || world.Map.ContainsResource(t) || !world.IsCellBuildable(t, building.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel, toIgnore)); } public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 position) { var maxDistance = bi.Adjacent + 1; var search = new PathSearch() { heuristic = loc => { var b = world.BuildingInfluence.GetBuildingAt(loc); if (b != null && b.Owner == p && b.Info.Traits.Get().BaseNormal) return 0; if ((loc - position).Length > maxDistance) return float.PositiveInfinity; /* not quite right */ return 1; }, checkForBlocked = false, ignoreTerrain = true, }; var topLeft = position - Footprint.AdjustForBuildingSize( bi ); foreach (var t in Footprint.Tiles(buildingName, bi, topLeft, false)) search.AddInitialCell(t); return world.PathFinder.FindPath(search).Count != 0; } } }