Files
OpenRA/OpenRA.Mods.Common/AI/AIUtils.cs
2018-04-06 20:16:36 +02:00

52 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Traits;
namespace OpenRA.Mods.Common.AI
{
public enum BuildingType { Building, Defense, Refinery }
public class CaptureTarget<TInfoType> where TInfoType : class, ITraitInfoInterface
{
internal readonly Actor Actor;
internal readonly TInfoType Info;
/// <summary>The order string given to the capturer so they can capture this actor.</summary>
/// <example>ExternalCaptureActor</example>
internal readonly string OrderString;
internal CaptureTarget(Actor actor, string orderString)
{
Actor = actor;
Info = actor.Info.TraitInfoOrDefault<TInfoType>();
OrderString = orderString;
}
}
public static class AIUtils
{
public static bool IsAreaAvailable<T>(World world, Player player, Map map, int radius, HashSet<string> terrainTypes)
{
var cells = world.ActorsHavingTrait<T>().Where(a => a.Owner == player);
// TODO: Properly check building foundation rather than 3x3 area.
return cells.Select(a => map.FindTilesInCircle(a.Location, radius)
.Count(c => map.Contains(c) && terrainTypes.Contains(map.GetTerrainInfo(c).Type) &&
Util.AdjacentCells(world, Target.FromCell(world, c))
.All(ac => terrainTypes.Contains(map.GetTerrainInfo(ac).Type))))
.Any(availableCells => availableCells > 0);
}
}
}