#region Copyright & License Information /* * Copyright 2007-2020 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Traits { public static class BuildingUtils { public static bool IsCellBuildable(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore = null) { if (!world.Map.Contains(cell)) return false; if (!bi.AllowInvalidPlacement) { // Replaceable actors are rare, so avoid initializing state unless we have to var checkReplacements = ai != null && ai.HasTraitInfo(); HashSet acceptedReplacements = null; var foundActors = false; foreach (var a in world.ActorMap.GetActorsAt(cell)) { if (a == toIgnore) continue; // If this is potentially a replacement actor we must check *all* cell occupants // before we know the placement is invalid // Otherwise, we can bail immediately if (!checkReplacements) return false; foundActors = true; foreach (var r in a.TraitsImplementing()) { if (r.IsTraitDisabled) continue; if (acceptedReplacements == null) acceptedReplacements = new HashSet(); acceptedReplacements.UnionWith(r.Info.Types); } } // Replacements are enabled and the cell contained at least one (not ignored) actor or building bib var building = world.WorldActor.Trait().GetBuildingAt(cell); if (foundActors || building != null) { // The cell contains at least one actor, and none were replaceable if (acceptedReplacements == null) return false; // The cell contains at least one replaceable actor, but not of the types we accept var foundReplacement = ai.TraitInfos() .Any(r => r.ReplaceableTypes.Overlaps(acceptedReplacements)); if (!foundReplacement) return false; } } else { // HACK: To preserve legacy behaviour, AllowInvalidPlacement should display red placement indicators // if (and only if) there is a building or bib in the cell var building = world.WorldActor.Trait().GetBuildingAt(cell); if (building != null) return false; } // Buildings can never be placed on ramps return world.Map.Ramp[cell] == 0 && bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type); } public static bool CanPlaceBuilding(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore) { if (bi.AllowInvalidPlacement) return true; var resourceLayer = world.WorldActor.TraitOrDefault(); return bi.Tiles(cell).All(t => world.Map.Contains(t) && (bi.AllowPlacementOnResources || resourceLayer == null || resourceLayer.GetResource(t).Type == null) && world.IsCellBuildable(t, ai, bi, toIgnore)); } public static IEnumerable<(CPos Cell, Actor Actor)> GetLineBuildCells(World world, CPos cell, ActorInfo ai, BuildingInfo bi, Player owner) { var lbi = ai.TraitInfo(); var topLeft = cell; // 1x1 assumption! if (world.IsCellBuildable(topLeft, ai, bi)) yield return (topLeft, null); // 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 }; Actor[] connectors = { null, null, null, null }; for (var d = 0; d < 4; d++) { for (var i = 1; i < lbi.Range; i++) { if (dirs[d] != 0) continue; // Continue the search if the cell is empty or not visible var c = topLeft + i * vecs[d]; if (world.IsCellBuildable(c, ai, bi) || !owner.Shroud.IsExplored(c)) continue; // Cell contains an actor. Is it the type we want? connectors[d] = world.ActorMap.GetActorsAt(c) .FirstOrDefault(a => a.Info.TraitInfos() .Any(info => info.Types.Overlaps(lbi.NodeTypes) && info.Connections.Contains(vecs[d]))); dirs[d] = connectors[d] != null ? i : -1; } // Place intermediate-line sections if (dirs[d] > 0) for (var i = 1; i < dirs[d]; i++) yield return (topLeft + i * vecs[d], connectors[d]); } } } }