Move Production to Mods.Common
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131
OpenRA.Mods.Common/Traits/Player/PlaceBuilding.cs
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131
OpenRA.Mods.Common/Traits/Player/PlaceBuilding.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Allows to execute build orders.", " Attach this to the player actor.")]
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> { }
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
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{
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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if (order.TargetActor.IsDead)
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return;
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var unit = self.World.Map.Rules.Actors[order.TargetString];
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var queue = order.TargetActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.CanBuild(unit) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
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if (queue == null)
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return;
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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if (order.OrderString == "LineBuild")
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{
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var playSounds = true;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit(t),
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new OwnerInit(order.Player),
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new RaceInit(queue.Race)
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});
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if (playSounds)
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
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playSounds = false;
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}
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null)
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|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, order.TargetString, order.TargetLocation))
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{
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return;
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}
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(order.Player),
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new RaceInit(queue.Race),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
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}
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PlayBuildAnim(self, unit);
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queue.FinishProduction();
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if (buildingInfo.RequiresBaseProvider)
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{
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// May be null if the build anywhere cheat is active
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// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
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var producer = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
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if (producer != null)
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producer.Trait<BaseProvider>().BeginCooldown();
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}
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayNotification(self.World.Map.Rules, order.Player, "Speech", "NewOptions", order.Player.Country.Race)));
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});
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim(Actor self, ActorInfo unit)
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Intersect(bi.Queue).Any())
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.ToList();
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var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
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.FirstOrDefault();
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if (producer.Actor == null)
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return;
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foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
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nbp.BuildingPlaced(producer.Actor);
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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return p.World.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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