Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BuildingUtils.cs
2021-04-10 14:28:31 +02:00

137 lines
4.5 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;
if (!bi.AllowInvalidPlacement)
{
// Replaceable actors are rare, so avoid initializing state unless we have to
var checkReplacements = ai != null && ai.HasTraitInfo<ReplacementInfo>();
HashSet<string> acceptedReplacements = null;
var foundActors = false;
foreach (var a in world.ActorMap.GetActorsAt(cell))
{
if (a == toIgnore)
continue;
// If this is potentially a replacement actor we must check *all* cell occupants
// before we know the placement is invalid
// Otherwise, we can bail immediately
if (!checkReplacements)
return false;
foundActors = true;
foreach (var r in a.TraitsImplementing<Replaceable>())
{
if (r.IsTraitDisabled)
continue;
if (acceptedReplacements == null)
acceptedReplacements = new HashSet<string>();
acceptedReplacements.UnionWith(r.Info.Types);
}
}
// Replacements are enabled and the cell contained at least one (not ignored) actor or building bib
var foundBuilding = world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell);
if (foundActors || foundBuilding)
{
// The cell contains at least one actor, and none were replaceable
if (acceptedReplacements == null)
return false;
// The cell contains at least one replaceable actor, but not of the types we accept
var foundReplacement = ai.TraitInfos<ReplacementInfo>()
.Any(r => r.ReplaceableTypes.Overlaps(acceptedReplacements));
if (!foundReplacement)
return false;
}
}
else
{
// HACK: To preserve legacy behaviour, AllowInvalidPlacement should display red placement indicators
// if (and only if) there is a building or bib in the cell
if (world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell))
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 resourceLayer = world.WorldActor.TraitOrDefault<IResourceLayer>();
return bi.Tiles(cell).All(t => world.Map.Contains(t) &&
(bi.AllowPlacementOnResources || resourceLayer == null || resourceLayer.GetResource(t).Type == 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]);
}
}
}
}