SMAPI/Mods/Automate/Common/TileHelper.cs

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C#
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2019-04-10 01:22:10 +08:00
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewValley;
using xTile.Layers;
namespace Pathoschild.Stardew.Common
{
/// <summary>Provides extension methods for working with tiles.</summary>
internal static class TileHelper
{
/*********
** Public methods
*********/
/****
** Location
****/
/// <summary>Get the tile coordinates in the game location.</summary>
/// <param name="location">The game location to search.</param>
public static IEnumerable<Vector2> GetTiles(this GameLocation location)
{
if (location?.Map?.Layers == null)
return Enumerable.Empty<Vector2>();
Layer layer = location.Map.Layers[0];
return TileHelper.GetTiles(0, 0, layer.LayerWidth, layer.LayerHeight);
}
/****
** Rectangle
****/
/// <summary>Get the tile coordinates in the tile area.</summary>
/// <param name="area">The tile area to search.</param>
public static IEnumerable<Vector2> GetTiles(this Rectangle area)
{
return TileHelper.GetTiles(area.X, area.Y, area.Width, area.Height);
}
/// <summary>Expand a rectangle equally in all directions.</summary>
/// <param name="area">The rectangle to expand.</param>
/// <param name="distance">The number of tiles to add in each direction.</param>
public static Rectangle Expand(this Rectangle area, int distance)
{
return new Rectangle(area.X - distance, area.Y - distance, area.Width + distance * 2, area.Height + distance * 2);
}
/****
** Tiles
****/
/// <summary>Get the eight tiles surrounding the given tile.</summary>
/// <param name="tile">The center tile.</param>
public static IEnumerable<Vector2> GetSurroundingTiles(this Vector2 tile)
{
return Utility.getSurroundingTileLocationsArray(tile);
}
/// <summary>Get the tiles surrounding the given tile area.</summary>
/// <param name="area">The center tile area.</param>
public static IEnumerable<Vector2> GetSurroundingTiles(this Rectangle area)
{
for (int x = area.X - 1; x <= area.X + area.Width; x++)
{
for (int y = area.Y - 1; y <= area.Y + area.Height; y++)
{
if (!area.Contains(x, y))
yield return new Vector2(x, y);
}
}
}
/// <summary>Get the four tiles adjacent to the given tile.</summary>
/// <param name="tile">The center tile.</param>
public static IEnumerable<Vector2> GetAdjacentTiles(this Vector2 tile)
{
return Utility.getAdjacentTileLocationsArray(tile);
}
/// <summary>Get a rectangular grid of tiles.</summary>
/// <param name="x">The X coordinate of the top-left tile.</param>
/// <param name="y">The Y coordinate of the top-left tile.</param>
/// <param name="width">The grid width.</param>
/// <param name="height">The grid height.</param>
public static IEnumerable<Vector2> GetTiles(int x, int y, int width, int height)
{
for (int curX = x, maxX = x + width - 1; curX <= maxX; curX++)
{
for (int curY = y, maxY = y + height - 1; curY <= maxY; curY++)
yield return new Vector2(curX, curY);
}
}
/// <summary>Get all tiles which are on-screen.</summary>
public static IEnumerable<Vector2> GetVisibleTiles()
{
return TileHelper.GetVisibleArea().GetTiles();
}
/// <summary>Get the tile area visible on-screen.</summary>
public static Rectangle GetVisibleArea()
{
return new Rectangle(
x: Game1.viewport.X / Game1.tileSize,
y: Game1.viewport.Y / Game1.tileSize,
width: (int)(Game1.viewport.Width / (decimal)Game1.tileSize) + 2, // extend off-screen slightly to avoid edges popping in
height: (int)(Game1.viewport.Height / (decimal)Game1.tileSize) + 2
);
}
/****
** Cursor
****/
/// <summary>Get the tile under the player's cursor (not restricted to the player's grab tile range).</summary>
public static Vector2 GetTileFromCursor()
{
return TileHelper.GetTileFromScreenPosition(Game1.getMouseX(), Game1.getMouseY());
}
/// <summary>Get the tile at the pixel coordinate relative to the top-left corner of the screen.</summary>
/// <param name="x">The pixel X coordinate.</param>
/// <param name="y">The pixel Y coordinate.</param>
public static Vector2 GetTileFromScreenPosition(float x, float y)
{
return new Vector2((int)((Game1.viewport.X + x) / Game1.tileSize), (int)((Game1.viewport.Y + y) / Game1.tileSize));
}
}
}