Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Building.cs
Oliver Brakmann 7f4b62b7ee Fix extent of buildable area below structures
Restore use of GetBuildingAt to take bibs into account for buildable area, and only consult the actor map if the actor at that location is not a building.
2015-02-10 19:28:54 +01:00

201 lines
6.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Remove this trait to limit base-walking by cheap or defensive buildings.")]
public class GivesBuildableAreaInfo : TraitInfo<GivesBuildableArea> { }
public class GivesBuildableArea { }
public class BuildingInfo : ITraitInfo, IOccupySpaceInfo, UsesInit<LocationInit>
{
[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
public readonly string[] TerrainTypes = { };
[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
public readonly int Adjacent = 2;
[Desc("x means space it blocks, _ is a part that is passable by actors.")]
public readonly string Footprint = "x";
public readonly CVec Dimensions = new CVec(1, 1);
public readonly bool RequiresBaseProvider = false;
public readonly bool AllowInvalidPlacement = false;
public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
public readonly string[] UndeploySounds = { "cashturn.aud" };
public object Create(ActorInitializer init) { return new Building(init, this); }
public Actor FindBaseProvider(World world, Player p, CPos topLeft)
{
var center = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, this);
foreach (var bp in world.ActorsWithTrait<BaseProvider>())
{
var validOwner = bp.Actor.Owner == p || (world.LobbyInfo.GlobalSettings.AllyBuildRadius && bp.Actor.Owner.Stances[p] == Stance.Ally);
if (!validOwner || !bp.Trait.Ready())
continue;
// Range is counted from the center of the actor, not from each cell.
var target = Target.FromPos(bp.Actor.CenterPosition);
if (target.IsInRange(center, WRange.FromCells(bp.Trait.Info.Range)))
return bp.Actor;
}
return null;
}
public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
{
if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
return true;
if (RequiresBaseProvider && FindBaseProvider(world, p, topLeft) == null)
return false;
var buildingMaxBounds = Dimensions;
var buildingTraits = world.Map.Rules.Actors[buildingName].Traits;
if (buildingTraits.Contains<BibInfo>() && !buildingTraits.Get<BibInfo>().HasMinibib)
buildingMaxBounds += new CVec(0, 1);
var scanStart = world.Map.Clamp(topLeft - new CVec(Adjacent, Adjacent));
var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
var nearnessCandidates = new List<CPos>();
var bi = world.WorldActor.Trait<BuildingInfluence>();
var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
for (var y = scanStart.Y; y < scanEnd.Y; y++)
{
for (var x = scanStart.X; x < scanEnd.X; x++)
{
var pos = new CPos(x, y);
var buildingAtPos = bi.GetBuildingAt(pos);
if (buildingAtPos == null)
{
var unitsAtPos = world.ActorMap.GetUnitsAt(pos).Where(a => a.IsInWorld
&& (a.Owner == p || (allyBuildRadius && a.Owner.Stances[p] == Stance.Ally))
&& a.HasTrait<GivesBuildableArea>());
if (unitsAtPos.Any())
nearnessCandidates.Add(pos);
}
else if (buildingAtPos.IsInWorld && buildingAtPos.HasTrait<GivesBuildableArea>()
&& (buildingAtPos.Owner == p || (allyBuildRadius && buildingAtPos.Owner.Stances[p] == Stance.Ally)))
nearnessCandidates.Add(pos);
}
}
var buildingTiles = FootprintUtils.Tiles(world.Map.Rules, buildingName, this, topLeft).ToList();
return nearnessCandidates
.Any(a => buildingTiles
.Any(b => Math.Abs(a.X - b.X) <= Adjacent
&& Math.Abs(a.Y - b.Y) <= Adjacent));
}
}
public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly BuildingInfo Info;
public bool BuildComplete { get; private set; }
[Sync] readonly CPos topLeft;
readonly Actor self;
public readonly bool SkipMakeAnimation;
/* shared activity lock: undeploy, sell, capture, etc */
[Sync] public bool Locked = true;
public bool Lock()
{
if (Locked)
return false;
Locked = true;
return true;
}
public void Unlock() { Locked = false; }
public CPos TopLeft { get { return topLeft; } }
public WPos CenterPosition { get; private set; }
public IEnumerable<string> ProvidesPrerequisites { get { yield return self.Info.Name; } }
public Building(ActorInitializer init, BuildingInfo info)
{
this.self = init.Self;
this.topLeft = init.Get<LocationInit, CPos>();
this.Info = info;
occupiedCells = FootprintUtils.UnpathableTiles(self.Info.Name, Info, TopLeft)
.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
CenterPosition = init.World.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(init.World, Info);
SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
}
Pair<CPos, SubCell>[] occupiedCells;
public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
public void Created(Actor self)
{
if (SkipMakeAnimation || !self.HasTrait<WithMakeAnimation>())
NotifyBuildingComplete(self);
}
public void AddedToWorld(Actor self)
{
self.World.ActorMap.AddInfluence(self, this);
self.World.ActorMap.AddPosition(self, this);
self.World.ScreenMap.Add(self);
}
public void RemovedFromWorld(Actor self)
{
self.World.ActorMap.RemoveInfluence(self, this);
self.World.ActorMap.RemovePosition(self, this);
self.World.ScreenMap.Remove(self);
}
public void NotifyBuildingComplete(Actor self)
{
if (BuildComplete)
return;
BuildComplete = true;
Locked = false;
foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
notify.BuildingComplete(self);
}
public void Selling(Actor self)
{
BuildComplete = false;
}
public void Sold(Actor self) { }
public void BeforeTransform(Actor self)
{
foreach (var s in Info.UndeploySounds)
Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
}
public void OnTransform(Actor self) { }
public void AfterTransform(Actor self) { }
}
}