示例#1
0
        public Building(ActorInitializer init, BuildingInfo info)
        {
            self      = init.Self;
            topLeft   = init.GetValue <LocationInit, CPos>();
            Info      = info;
            influence = self.World.WorldActor.Trait <BuildingInfluence>();

            occupiedCells = Info.OccupiedTiles(TopLeft)
                            .Select(c => Pair.New(c, SubCell.FullCell)).ToArray();

            targetableCells = Info.FootprintTiles(TopLeft, FootprintCellType.Occupied)
                              .Select(c => Pair.New(c, SubCell.FullCell)).ToArray();

            transitOnlyCells = Info.TransitOnlyTiles(TopLeft).ToArray();

            CenterPosition = init.World.Map.CenterOfCell(topLeft) + Info.CenterOffset(init.World);
        }
示例#2
0
        void INotifyKilled.Killed(Actor self, AttackInfo e)
        {
            if (IsTraitDisabled || !self.IsInWorld)
            {
                return;
            }

            if (self.World.SharedRandom.Next(100) > Info.Chance)
            {
                return;
            }

            if (!Info.DeathTypes.IsEmpty && !e.Damage.DamageTypes.Overlaps(Info.DeathTypes))
            {
                return;
            }

            var weapon = ChooseWeaponForExplosion(self);

            if (weapon == null)
            {
                return;
            }

            var source = Info.DamageSource == DamageSource.Self ? self : e.Attacker;

            if (weapon.Report != null && weapon.Report.Any())
            {
                Game.Sound.Play(SoundType.World, weapon.Report, self.World, self.CenterPosition);
            }

            if (Info.Type == ExplosionType.Footprint && buildingInfo != null)
            {
                var cells = buildingInfo.OccupiedTiles(self.Location);
                foreach (var c in cells)
                {
                    weapon.Impact(Target.FromPos(self.World.Map.CenterOfCell(c)), source);
                }

                return;
            }

            // Use .FromPos since this actor is killed. Cannot use Target.FromActor
            weapon.Impact(Target.FromPos(self.CenterPosition), source);
        }
示例#3
0
        Polygon Bounds(Actor self, WorldRenderer wr, int[] bounds, int height)
        {
            int2 left, right, top, bottom;

            if (bounds != null)
            {
                // Convert from WDist to pixels
                var offset = bounds.Length >= 4 ? new int2(bounds[2] * wr.TileSize.Width / wr.TileScale, bounds[3] * wr.TileSize.Height / wr.TileScale) : int2.Zero;
                var center = wr.ScreenPxPosition(self.CenterPosition) + offset;
                left   = center - new int2(bounds[0] * wr.TileSize.Width / (2 * wr.TileScale), 0);
                right  = left + new int2(bounds[0] * wr.TileSize.Width / wr.TileScale, 0);
                top    = center - new int2(0, bounds[1] * wr.TileSize.Height / (2 * wr.TileScale));
                bottom = top + new int2(0, bounds[1] * wr.TileSize.Height / wr.TileScale);
            }
            else
            {
                var xMin = int.MaxValue;
                var xMax = int.MinValue;
                var yMin = int.MaxValue;
                var yMax = int.MinValue;
                foreach (var c in buildingInfo.OccupiedTiles(self.Location))
                {
                    xMin = Math.Min(xMin, c.X);
                    xMax = Math.Max(xMax, c.X);
                    yMin = Math.Min(yMin, c.Y);
                    yMax = Math.Max(yMax, c.Y);
                }

                left   = wr.ScreenPxPosition(self.World.Map.CenterOfCell(new CPos(xMin, yMax)) - new WVec(768, 0, 0));
                right  = wr.ScreenPxPosition(self.World.Map.CenterOfCell(new CPos(xMax, yMin)) + new WVec(768, 0, 0));
                top    = wr.ScreenPxPosition(self.World.Map.CenterOfCell(new CPos(xMin, yMin)) - new WVec(0, 768, 0));
                bottom = wr.ScreenPxPosition(self.World.Map.CenterOfCell(new CPos(xMax, yMax)) + new WVec(0, 768, 0));
            }

            if (height == 0)
            {
                return(new Polygon(new[] { top, left, bottom, right }));
            }

            var h = new int2(0, height);

            return(new Polygon(new[] { top - h, left - h, left, bottom, right, right - h }));
        }