| 41 | } |
| 42 | |
| 43 | bool ObjectOrientation::anchorsValid(World const* world, Vec2I const& position) const { |
| 44 | if (!world) |
| 45 | return false; |
| 46 | |
| 47 | if (anchors.size() == 0) |
| 48 | return true; |
| 49 | |
| 50 | auto materialDatabase = Root::singleton().materialDatabase(); |
| 51 | |
| 52 | auto anchorValid = [&](Anchor const& anchor) -> bool { |
| 53 | auto space = position + anchor.position; |
| 54 | if (!world->isTileConnectable(space, anchor.layer)) |
| 55 | return false; |
| 56 | if (anchor.tilled) { |
| 57 | if (!materialDatabase->isTilledMod(world->mod(space, anchor.layer))) |
| 58 | return false; |
| 59 | } |
| 60 | if (anchor.soil) { |
| 61 | if (!materialDatabase->isSoil(world->material(space, anchor.layer))) |
| 62 | return false; |
| 63 | } |
| 64 | if (anchor.material) { |
| 65 | if (world->material(space, anchor.layer) != *anchor.material) |
| 66 | return false; |
| 67 | } |
| 68 | return true; |
| 69 | }; |
| 70 | |
| 71 | bool anyValid = false; |
| 72 | for (auto anchor : anchors) { |
| 73 | auto valid = anchorValid(anchor); |
| 74 | if (valid) |
| 75 | anyValid = true; |
| 76 | else if (!anchorAny) |
| 77 | return false; |
| 78 | } |
| 79 | return anyValid; |
| 80 | } |
| 81 | |
| 82 | size_t ObjectConfig::findValidOrientation(World const* world, Vec2I const& position, Maybe<Direction> directionAffinity) const { |
| 83 | // If we are given a direction affinity, try and find an orientation with a |
no test coverage detected