80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class BuildingInfluenceInfo : ITraitInfo
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{
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public object Create( ActorInitializer init ) { return new BuildingInfluence( init.world ); }
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}
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public class BuildingInfluence
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{
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bool[,] blocked;
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Actor[,] influence;
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Map map;
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public BuildingInfluence( World world )
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{
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map = world.Map;
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blocked = new bool[map.MapSize.X, map.MapSize.Y];
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influence = new Actor[map.MapSize.X, map.MapSize.Y];
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world.ActorAdded +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), true); };
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world.ActorRemoved +=
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a => { if (a.traits.Contains<Building>())
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ChangeInfluence(a, a.traits.Get<Building>(), false); };
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}
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void ChangeInfluence( Actor a, Building building, bool isAdd )
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{
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foreach( var u in Footprint.UnpathableTiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( map.IsInMap( u ) )
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blocked[ u.X, u.Y ] = isAdd;
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foreach( var u in Footprint.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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if( map.IsInMap( u ) )
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influence[ u.X, u.Y ] = isAdd ? a : null;
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}
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public Actor GetBuildingAt(int2 cell)
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{
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if (!map.IsInMap(cell)) return null;
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return influence[cell.X, cell.Y];
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}
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public bool CanMoveHere(int2 cell)
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{
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return map.IsInMap(cell) && !blocked[cell.X, cell.Y];
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}
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public bool CanMoveHere(int2 cell, Actor toIgnore)
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{
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return map.IsInMap(cell) &&
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(!blocked[cell.X, cell.Y] || influence[cell.X, cell.Y] == toIgnore);
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}
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}}
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