Ejemplo n.º 1
0
 /// <summary>
 /// Join two containers.
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public ContainerXXX Join(ContainerXXX other)
 {
     if (this.depth != other.depth)
     {
         Debug.LogError("Joining two Containers of different depth! " + this.depth + " and " + other.depth);
     }
     return(new ContainerXXX(this.owner,
                             Mathf.Min(this.Left(depth - 1), other.Left(depth - 1)),
                             Mathf.Max(this.Right(depth - 1), other.Right(depth - 1)),
                             Mathf.Max(this.Top(depth - 1), other.Top(depth - 1)),
                             Mathf.Min(this.Bottom(depth - 1), other.Bottom(depth - 1))));
 }
Ejemplo n.º 2
0
 public bool Touching(ContainerXXX other) // Diagonal corners don't count as touching
 {
     if (this.Right(Depth.World) == other.Left(Depth.World) || this.Left(Depth.World) == other.Right(Depth.World))
     {
         if (this.Top(Depth.World) <= other.Bottom(Depth.World) || this.Bottom(Depth.World) >= other.Top(Depth.World))
         {
             return(false);
         }
         return(true);
     }
     if (this.Top(Depth.World) == other.Bottom(Depth.World) || this.Bottom(Depth.World) == other.Top(Depth.World))
     {
         if (this.Right(Depth.World) <= other.Left(Depth.World) || this.Left(Depth.World) >= other.Right(Depth.World))
         {
             return(false);
         }
         return(true);
     }
     return(false);
 }
Ejemplo n.º 3
0
 /// <summary>
 /// Returns true if two containers overlap.
 /// </summary>
 /// <param name="mine"></param>
 /// <param name="other"></param>
 /// <returns></returns>
 public bool Overlaps(ContainerXXX other)
 {
     return(!(this.Right(Depth.World) <= other.Left(Depth.World) || other.Right(Depth.World) <= this.Left(Depth.World) || this.Top(Depth.World) <= other.Bottom(Depth.World) || other.Top(Depth.World) <= this.Bottom(Depth.World)));
 }
Ejemplo n.º 4
0
    private static ContainerSplitPacket QuadSplit(this ContainerXXX mine, Point dimension, Corner corner)
    {
        ContainerSplitPacket to_return = new ContainerSplitPacket();
        ContainerXXX         b1        = new ContainerXXX(); //  [ b1  b2 ]
        ContainerXXX         b2        = new ContainerXXX(); //  [ b1  b2 ]
        ContainerXXX         b3        = new ContainerXXX();
        ContainerXXX         b4        = new ContainerXXX();


        switch (corner)
        {
        case Corner.TopLeft:
            b1 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Left(Depth.Building) + dimension.x, mine.Top(Depth.Building), mine.Top(Depth.Building) - dimension.y);
            b2 = new ContainerXXX(mine.owner, mine.Left(Depth.Building) + dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building), mine.Top(Depth.Building) - dimension.y);
            b3 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Left(Depth.Building) + dimension.x, mine.Top(Depth.Building) - dimension.y, mine.Bottom(Depth.Building));
            b4 = new ContainerXXX(mine.owner, mine.Left(Depth.Building) + dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building) - dimension.y, mine.Bottom(Depth.Building));
            to_return.result = b1;
            break;

        case Corner.TopRight:
            b1 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Right(Depth.Building) - dimension.x, mine.Top(Depth.Building), mine.Top(Depth.Building) - dimension.y);
            b2 = new ContainerXXX(mine.owner, mine.Right(Depth.Building) - dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building), mine.Top(Depth.Building) - dimension.y);
            b3 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Right(Depth.Building) - dimension.x, mine.Top(Depth.Building) - dimension.y, mine.Bottom(Depth.Building));
            b4 = new ContainerXXX(mine.owner, mine.Right(Depth.Building) - dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building) - dimension.y, mine.Bottom(Depth.Building));
            to_return.result = b2;
            break;

        case Corner.BottomLeft:
            b1 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Left(Depth.Building) + dimension.x, mine.Top(Depth.Building), mine.Bottom(Depth.Building) + dimension.y);
            b2 = new ContainerXXX(mine.owner, mine.Left(Depth.Building) + dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building), mine.Bottom(Depth.Building) + dimension.y);
            b3 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Left(Depth.Building) + dimension.x, mine.Bottom(Depth.Building) + dimension.y, mine.Bottom(Depth.Building));
            b4 = new ContainerXXX(mine.owner, mine.Left(Depth.Building) + dimension.x, mine.Right(Depth.Building), mine.Bottom(Depth.Building) + dimension.y, mine.Bottom(Depth.Building));
            to_return.result = b3;
            break;

        case Corner.BottomRight:
            b1 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Right(Depth.Building) - dimension.x, mine.Top(Depth.Building), mine.Bottom(Depth.Building) + dimension.y);
            b2 = new ContainerXXX(mine.owner, mine.Right(Depth.Building) - dimension.x, mine.Right(Depth.Building), mine.Top(Depth.Building), mine.Bottom(Depth.Building) + dimension.y);
            b3 = new ContainerXXX(mine.owner, mine.Left(Depth.Building), mine.Right(Depth.Building) - dimension.x, mine.Bottom(Depth.Building) + dimension.y, mine.Bottom(Depth.Building));
            b4 = new ContainerXXX(mine.owner, mine.Right(Depth.Building) - dimension.x, mine.Right(Depth.Building), mine.Bottom(Depth.Building) + dimension.y, mine.Bottom(Depth.Building));
            to_return.result = b4;
            break;
        }

        if (dimension.x < dimension.y) // means it's taller than it is wide, so we do a vertical split
        {
            switch (corner)
            {
            case Corner.TopLeft:
                to_return.container1 = b3;
                to_return.container2 = b2.Join(b4);
                break;

            case Corner.TopRight:
                to_return.container1 = b4;
                to_return.container2 = b1.Join(b3);
                break;

            case Corner.BottomLeft:
                to_return.container1 = b1;
                to_return.container2 = b2.Join(b4);
                break;

            case Corner.BottomRight:
                to_return.container1 = b2;
                to_return.container2 = b1.Join(b3);
                break;
            }
        }
        else // if its wider than it is tall, we do a horizontal split
        {
            switch (corner)
            {
            case Corner.TopLeft:
                to_return.container1 = b2;
                to_return.container2 = b3.Join(b4);
                break;

            case Corner.TopRight:
                to_return.container1 = b1;
                to_return.container2 = b3.Join(b4);
                break;

            case Corner.BottomLeft:
                to_return.container1 = b4;
                to_return.container2 = b1.Join(b2);
                break;

            case Corner.BottomRight:
                to_return.container1 = b3;
                to_return.container2 = b1.Join(b2);
                break;
            }
        }

        return(to_return);
    }