Files
OpenRA/OpenRA.Game/Traits/World/BuildingInfluence.cs
2010-06-19 14:28:30 +12:00

80 lines
2.5 KiB
C#

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