Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BuildingUtils.cs
2020-08-15 10:37:10 +01:00

99 lines
3.2 KiB
C#

#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;
var building = world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell);
if (building != null)
{
if (ai == null)
return false;
var replacementInfo = ai.TraitInfoOrDefault<ReplacementInfo>();
if (replacementInfo == null)
return false;
if (!building.TraitsImplementing<Replaceable>().Any(p => !p.IsTraitDisabled &&
p.Info.Types.Overlaps(replacementInfo.ReplaceableTypes)))
return false;
}
else if (!bi.AllowInvalidPlacement && world.ActorMap.GetActorsAt(cell).Any(a => a != toIgnore))
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 res = world.WorldActor.TraitOrDefault<ResourceLayer>();
return bi.Tiles(cell).All(t => world.Map.Contains(t) &&
(bi.AllowPlacementOnResources || res == null || res.GetResourceType(t) == 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<LineBuildInfo>();
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<LineBuildNodeInfo>()
.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]);
}
}
}
}