public void CreateBlueprint(IEnumerable <Thing> things)
        {
            // get edges of blueprint area
            // (might be bigger than selected region, but never smaller).
            var cells = things.SelectMany(thing => thing.OccupiedRect().Cells);

            var left   = cells.Min(cell => cell.x);
            var top    = cells.Max(cell => cell.z);
            var right  = cells.Max(cell => cell.x);
            var bottom = cells.Min(cell => cell.z);

            // total size ( +1 because x = 2 ... x = 4 => 4 - 2 + 1 cells )
            var size = new IntVec2(right - left + 1, top - bottom + 1);

            // fetch origin for default (North) orientation
            var origin = Resources.CenterPosition(new IntVec3(left, 0, bottom), size, Rot4.North);

            // create list of buildables
            var buildables = new List <BuildableInfo>();

            foreach (var thing in things)
            {
                buildables.Add(new BuildableInfo(thing, origin));
            }

            // add to controller - controller handles adding to designations
            var blueprint = new Blueprint(buildables, size, "Selection");

            BlueprintController.Add(blueprint);

            blueprint.Debug();
        }
Exemplo n.º 2
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        public override void DesignateMultiCell(IEnumerable <IntVec3> cells)
        {
            // bail out if empty
            if (cells == null || cells.Count() == 0)
            {
                Messages.Message("Fluffy.Blueprints.CannotCreateBluePrint_NothingSelected".Translate(), MessageSound.RejectInput);
                return;
            }

            // get list of buildings in the cells, note that this includes frames and blueprints, and so _may include floors!_
            List <Thing> things = new List <Thing>(cells.SelectMany(cell => cell.GetThingList(Map)
                                                                    .Where(thing => thing.IsValidBlueprintThing()))
                                                   .Distinct());

            // get list of creatable terrains
            List <Pair <TerrainDef, IntVec3> > terrains = new List <Pair <TerrainDef, IntVec3> >();

            terrains.AddRange(cells.Select(cell => new Pair <TerrainDef, IntVec3>(cell.GetTerrain(Map), cell))
                              .Where(p => p.First.IsValidBlueprintTerrain()));

            // get edges of blueprint area
            // (might be bigger than selected region, but never smaller).
            var allCells = cells.Concat(things.SelectMany(thing => thing.OccupiedRect().Cells));

            int left   = allCells.Min(cell => cell.x);
            int top    = allCells.Max(cell => cell.z);
            int right  = allCells.Max(cell => cell.x);
            int bottom = allCells.Min(cell => cell.z);

            // total size ( +1 because x = 2 ... x = 4 => 4 - 2 + 1 cells )
            IntVec2 size = new IntVec2(right - left + 1, top - bottom + 1);

            // fetch origin for default (North) orientation
            IntVec3 origin = Resources.CenterPosition(new IntVec3(left, 0, bottom), size, Rot4.North);

            // create list of buildables
            List <BuildableInfo> buildables = new List <BuildableInfo>();

            foreach (var thing in things)
            {
                buildables.Add(new BuildableInfo(thing, origin));
            }
            foreach (var terrain in terrains)
            {
                buildables.Add(new BuildableInfo(terrain.First, terrain.Second, origin));
            }

            // try to get a decent default name: check if selection contains only a single room - if so, that's a decent name.
            Room   room        = origin.GetRoom(Map);
            string defaultName = null;

            if (room != null && room.Role != RoomRoleDefOf.None)
            {
                defaultName = room.Role.LabelCap;
            }
            // TODO: multiple (same) rooms, etc.

            // add to controller - controller handles adding to designations
            Blueprint blueprint = new Blueprint(buildables, size, defaultName);

            Controller.Add(blueprint);

#if DEBUG
            blueprint.Debug();
#endif
        }
        public override void DesignateMultiCell(IEnumerable <IntVec3> cells)
        {
            // bail out if empty
            if (cells == null || cells.Count() == 0)
            {
                Messages.Message("Fluffy.Blueprints.CannotCreateBluePrint_NothingSelected".Translate(),
                                 MessageTypeDefOf.RejectInput);
                return;
            }

            // get list of buildings in the cells, note that this includes frames and blueprints, and so _may include floors!_
            var things = new List <Thing>(cells.SelectMany(cell => cell.GetThingList(Map)
                                                           .Where(thing => thing.IsValidBlueprintThing()))
                                          .Distinct());

            // get list of creatable terrains
            var terrains = new List <Pair <TerrainDef, IntVec3> >();

            terrains.AddRange(cells.Select(cell => new Pair <TerrainDef, IntVec3>(cell.GetTerrain(Map), cell))
                              .Where(p => p.First.IsValidBlueprintTerrain()));

            // get edges of blueprint area
            // (might be bigger than selected region, but never smaller).
            var allCells = cells.Concat(things.SelectMany(thing => thing.OccupiedRect().Cells));

            var left   = allCells.Min(cell => cell.x);
            var top    = allCells.Max(cell => cell.z);
            var right  = allCells.Max(cell => cell.x);
            var bottom = allCells.Min(cell => cell.z);

            // total size ( +1 because x = 2 ... x = 4 => 4 - 2 + 1 cells )
            var size = new IntVec2(right - left + 1, top - bottom + 1);

            // fetch origin for default (North) orientation
            var origin = Resources.CenterPosition(new IntVec3(left, 0, bottom), size, Rot4.North);

            // create list of buildables
            var buildables = new List <BuildableInfo>();

            foreach (var thing in things)
            {
                buildables.Add(new BuildableInfo(thing, origin));
            }
            foreach (var terrain in terrains)
            {
                buildables.Add(new BuildableInfo(terrain.First, terrain.Second, origin));
            }

            // try to get a decent default name: get rooms for occupied cells, then see if there is only one type.
            var rooms = allCells.Select(c => c.GetRoom(Map))
                        .Where(r => r != null && r.Role != RoomRoleDefOf.None)
                        .Distinct()
                        .GroupBy(r => r.Role.LabelCap);

#if DEBUG
            foreach (var room in rooms)
            {
                Debug.Message($"{room.Count()}x {room.Key}");
            }
#endif

            // only one type of room
            string defaultName = null;
            if (rooms.Count() == 1)
            {
                var room = rooms.First();
                defaultName = room.Count() > 1
                    ? "Fluffy.Blueprints.Plural".Translate(room.Key)
                    : room.Key;
            }

            // add to controller - controller handles adding to designations
            var blueprint = new Blueprint(buildables, size, defaultName);
            BlueprintController.Add(blueprint);

            blueprint.Debug();
        }