144 lines
4.7 KiB
C#
144 lines
4.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.Traits
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{
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public static class BuildingUtils
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{
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public static bool IsCellBuildable(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore = null)
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{
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if (!world.Map.Contains(cell))
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return false;
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if (!bi.AllowInvalidPlacement)
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{
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// Replaceable actors are rare, so avoid initializing state unless we have to
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var checkReplacements = ai != null && ai.HasTraitInfo<ReplacementInfo>();
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HashSet<string> acceptedReplacements = null;
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var foundActors = false;
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foreach (var a in world.ActorMap.GetActorsAt(cell))
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{
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if (a == toIgnore)
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continue;
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// If this is potentially a replacement actor we must check *all* cell occupants
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// before we know the placement is invalid
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// Otherwise, we can bail immediately
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if (!checkReplacements)
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return false;
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foundActors = true;
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foreach (var r in a.TraitsImplementing<Replaceable>())
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{
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if (r.IsTraitDisabled)
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continue;
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if (acceptedReplacements == null)
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acceptedReplacements = new HashSet<string>();
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acceptedReplacements.UnionWith(r.Info.Types);
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}
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}
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// Replacements are enabled and the cell contained at least one (not ignored) actor or building bib
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var foundBuilding = world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell);
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if (foundActors || foundBuilding)
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{
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// The cell contains at least one actor, and none were replaceable
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if (acceptedReplacements == null)
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return false;
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// The cell contains at least one replaceable actor, but not of the types we accept
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var foundReplacement = ai.TraitInfos<ReplacementInfo>()
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.Any(r => r.ReplaceableTypes.Overlaps(acceptedReplacements));
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if (!foundReplacement)
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return false;
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}
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}
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else
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{
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// HACK: To preserve legacy behaviour, AllowInvalidPlacement should display red placement indicators
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// if (and only if) there is a building or bib in the cell
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if (world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell))
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return false;
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}
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// Buildings can never be placed on ramps
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return world.Map.Ramp[cell] == 0 && bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type);
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}
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public static bool CanPlaceBuilding(this World world, CPos cell, ActorInfo ai, BuildingInfo bi, Actor toIgnore)
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{
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if (bi.AllowInvalidPlacement)
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return true;
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var resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
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return bi.Tiles(cell).All(t => world.Map.Contains(t) &&
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(bi.AllowPlacementOnResources || resourceLayer == null || resourceLayer.GetResource(t).Type == null) &&
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world.IsCellBuildable(t, ai, bi, toIgnore));
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}
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public static IEnumerable<(CPos Cell, Actor Actor)> GetLineBuildCells(World world, CPos cell, ActorInfo ai, BuildingInfo bi, Player owner)
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{
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var lbi = ai.TraitInfo<LineBuildInfo>();
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var topLeft = cell; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, ai, bi))
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yield return (topLeft, null);
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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Actor[] connectors = { null, null, null, null };
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for (var d = 0; d < 4; d++)
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{
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for (var i = 1; i < lbi.Range; i++)
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{
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if (dirs[d] != 0)
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continue;
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var segmentInfo = ai;
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var segmentBuildingInfo = bi;
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if (!string.IsNullOrEmpty(lbi.SegmentType))
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{
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segmentInfo = world.Map.Rules.Actors[lbi.SegmentType];
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segmentBuildingInfo = segmentInfo.TraitInfo<BuildingInfo>();
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}
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// Continue the search if the cell is empty or not visible
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var c = topLeft + i * vecs[d];
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if (world.IsCellBuildable(c, segmentInfo, segmentBuildingInfo) || !owner.Shroud.IsExplored(c))
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continue;
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// Cell contains an actor. Is it the type we want?
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connectors[d] = world.ActorMap.GetActorsAt(c)
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.FirstOrDefault(a => a.Info.TraitInfos<LineBuildNodeInfo>()
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.Any(info => info.Types.Overlaps(lbi.NodeTypes) && info.Connections.Contains(vecs[d])));
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dirs[d] = connectors[d] != null ? i : -1;
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}
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// Place intermediate-line sections
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if (dirs[d] > 0)
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for (var i = 1; i < dirs[d]; i++)
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yield return (topLeft + i * vecs[d], connectors[d]);
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}
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}
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}
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}
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