public static IEnumerable<int2> FindTilesInCircle(this World world, int2 a, int r) { var min = world.ClampToWorld(a - new int2(r, r)); var max = world.ClampToWorld(a + new int2(r, r)); for (var j = min.Y; j <= max.Y; j++) for (var i = min.X; i <= max.X; i++) if (r * r >= (new int2(i, j) - a).LengthSquared) yield return new int2(i, j); }
public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 topLeft) { var buildingMaxBounds = bi.Dimensions; if( bi.Bib ) buildingMaxBounds.Y += 1; var scanStart = world.ClampToWorld( topLeft - new int2( bi.Adjacent, bi.Adjacent ) ); var scanEnd = world.ClampToWorld( topLeft + buildingMaxBounds + new int2( bi.Adjacent, bi.Adjacent ) ); var nearnessCandidates = new List<int2>(); for( int y = scanStart.Y ; y < scanEnd.Y ; y++ ) { for( int x = scanStart.X ; x < scanEnd.X ; x++ ) { var at = world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt( new int2( x, y ) ); if( at != null && at.Owner == p && at.Info.Traits.Get<BuildingInfo>().BaseNormal) nearnessCandidates.Add( new int2( x, y ) ); } } var buildingTiles = Footprint.Tiles( buildingName, bi, topLeft ).ToList(); return nearnessCandidates .Any( a => buildingTiles .Any( b => Math.Abs( a.X - b.X ) <= bi.Adjacent && Math.Abs( a.Y - b.Y ) <= bi.Adjacent ) ); }