Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
reaperrr 46dc827d46 Refactor footprint cell lookups and move them to Building
Removing FootprintUtils happens in the next commit for better
reviewability.
2017-07-13 17:43:41 +02:00

62 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("A dictionary of buildings placed on the map. Attach this to the world actor.")]
public class BuildingInfluenceInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new BuildingInfluence(init.World); }
}
public class BuildingInfluence
{
readonly Map map;
readonly CellLayer<Actor> influence;
public BuildingInfluence(World world)
{
map = world.Map;
influence = new CellLayer<Actor>(map);
world.ActorAdded += a =>
{
var b = a.Info.TraitInfoOrDefault<BuildingInfo>();
if (b == null)
return;
foreach (var u in b.Tiles(a.Location))
if (influence.Contains(u) && influence[u] == null)
influence[u] = a;
};
world.ActorRemoved += a =>
{
var b = a.Info.TraitInfoOrDefault<BuildingInfo>();
if (b == null)
return;
foreach (var u in b.Tiles(a.Location))
if (influence.Contains(u) && influence[u] == a)
influence[u] = null;
};
}
public Actor GetBuildingAt(CPos cell)
{
return influence.Contains(cell) ? influence[cell] : null;
}
}
}