Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/BuildingInfluence.cs
2023-01-11 11:58:54 +02:00

93 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("A dictionary of buildings placed on the map. Attach this to the world actor.")]
public class BuildingInfluenceInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new BuildingInfluence(init.World); }
}
public class BuildingInfluence
{
class InfluenceNode
{
public InfluenceNode Next;
public Actor Actor;
}
readonly Map map;
readonly CellLayer<InfluenceNode> influence;
public BuildingInfluence(World world)
{
map = world.Map;
influence = new CellLayer<InfluenceNode>(map);
}
internal void AddInfluence(Actor a, IEnumerable<CPos> cells)
{
foreach (var c in cells)
{
var uv = c.ToMPos(map);
if (influence.Contains(uv))
influence[uv] = new InfluenceNode { Next = influence[uv], Actor = a };
}
}
internal void RemoveInfluence(Actor a, IEnumerable<CPos> cells)
{
foreach (var c in cells)
{
var uv = c.ToMPos(map);
if (!influence.Contains(uv))
continue;
influence[uv] = RemoveInfluenceInner(influence[uv], a);
}
}
static InfluenceNode RemoveInfluenceInner(InfluenceNode influenceNode, Actor toRemove)
{
if (influenceNode == null)
return null;
influenceNode.Next = RemoveInfluenceInner(influenceNode.Next, toRemove);
return influenceNode.Actor == toRemove ? influenceNode.Next : influenceNode;
}
public IEnumerable<Actor> GetBuildingsAt(CPos cell)
{
var uv = cell.ToMPos(map);
if (!influence.Contains(uv))
yield break;
var node = influence[uv];
while (node != null)
{
yield return node.Actor;
node = node.Next;
}
}
public bool AnyBuildingAt(CPos cell)
{
return influence.Contains(cell) && influence[cell] != null;
}
}
}