#region Copyright & License Information
/*
 * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
 * This file is part of OpenRA.
 * 
 *  OpenRA is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 * 
 *  OpenRA is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 * 
 *  You should have received a copy of the GNU General Public License
 *  along with OpenRA.  If not, see <http://www.gnu.org/licenses/>.
 */
#endregion

using System.Linq;
using OpenRA.Effects;

namespace OpenRA.Traits
{
	class PlaceBuildingInfo : StatelessTraitInfo<PlaceBuilding> {}

	class PlaceBuilding : IResolveOrder
	{
		public void ResolveOrder( Actor self, Order order )
		{
			if( order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild" )
			{
				self.World.AddFrameEndTask( w =>
				{
					var prevItems = GetNumBuildables(self.Owner);

					var queue = self.traits.Get<ProductionQueue>();
					var unit = Rules.Info[ order.TargetString ];
					var producing = queue.CurrentItem(unit.Category);

					if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
						return;

					if( order.OrderString == "LineBuild" )
					{
						bool playSounds = true;
						var buildingInfo = unit.Traits.Get<BuildingInfo>();
						foreach( var t in LineBuildUtils.GetLineBuildCells( w, order.TargetLocation, order.TargetString, buildingInfo ) )
						{
							var building = w.CreateActor( order.TargetString, t, order.Player );
							if( playSounds )
								foreach( var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds )
									Sound.PlayToPlayer( order.Player, s );
							playSounds = false;
						}
					}
					else
					{
						var building = w.CreateActor( order.TargetString, order.TargetLocation, order.Player );
						foreach (var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds)
							Sound.PlayToPlayer(order.Player, s);
					}

					var facts = w.Queries.OwnedBy[self.Owner]
						.WithTrait<ConstructionYard>().Select(x => x.Actor);

					var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
					var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();

					if (fact != null)
						fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");

					queue.FinishProduction(unit.Category);

					if (GetNumBuildables(self.Owner) > prevItems)
						w.Add(new DelayedAction(10,
							() => Sound.PlayToPlayer(order.Player,
								w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
				} );
			}
		}

		static int GetNumBuildables(Player p)
		{
			if (p != p.World.LocalPlayer) return 0;		// this only matters for local players.
			return Rules.TechTree.BuildableItems(p, Rules.Categories().ToArray()).Count();
		}
	}
}
