Move some Building traits and related elements to Mods.Common
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190
OpenRA.Mods.Common/Traits/Buildings/Building.cs
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190
OpenRA.Mods.Common/Traits/Buildings/Building.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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;
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using System.Collections.Generic;
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using System.Linq;
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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("Remove this trait to limit base-walking by cheap or defensive buildings.")]
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public class GivesBuildableAreaInfo : TraitInfo<GivesBuildableArea> {}
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public class GivesBuildableArea {}
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public class BuildingInfo : ITraitInfo, IOccupySpaceInfo, UsesInit<LocationInit>
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{
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[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
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public readonly string[] TerrainTypes = {};
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[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
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public readonly int Adjacent = 2;
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[Desc("x means space it blocks, _ is a part that is passable by actors.")]
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public readonly string Footprint = "x";
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public readonly CVec Dimensions = new CVec(1, 1);
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public readonly bool RequiresBaseProvider = false;
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public readonly bool AllowInvalidPlacement = false;
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public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
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public readonly string[] UndeploySounds = { "cashturn.aud" };
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public Actor FindBaseProvider(World world, Player p, CPos topLeft)
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{
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var center = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, this);
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foreach (var bp in world.ActorsWithTrait<BaseProvider>())
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{
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var validOwner = bp.Actor.Owner == p || (world.LobbyInfo.GlobalSettings.AllyBuildRadius && bp.Actor.Owner.Stances[p] == Stance.Ally);
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if (!validOwner || !bp.Trait.Ready())
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continue;
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// Range is counted from the center of the actor, not from each cell.
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var target = Target.FromPos(bp.Actor.CenterPosition);
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if (target.IsInRange(center, WRange.FromCells(bp.Trait.Info.Range)))
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return bp.Actor;
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}
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return null;
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}
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public bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
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{
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if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
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return true;
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if (RequiresBaseProvider && FindBaseProvider(world, p, topLeft) == null)
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return false;
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var buildingMaxBounds = Dimensions;
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var buildingTraits = world.Map.Rules.Actors[buildingName].Traits;
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if (buildingTraits.Contains<BibInfo>() && !(buildingTraits.Get<BibInfo>().HasMinibib))
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buildingMaxBounds += new CVec(0, 1);
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var scanStart = world.Map.Clamp(topLeft - new CVec(Adjacent, Adjacent));
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var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
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var nearnessCandidates = new List<CPos>();
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
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for (var y = scanStart.Y; y < scanEnd.Y; y++)
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{
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for (var x = scanStart.X; x < scanEnd.X; x++)
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{
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var pos = new CPos(x, y);
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var at = bi.GetBuildingAt(pos);
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if (at == null || !at.IsInWorld || !at.HasTrait<GivesBuildableArea>())
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continue;
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if (at.Owner == p || (allyBuildRadius && at.Owner.Stances[p] == Stance.Ally))
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nearnessCandidates.Add(pos);
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}
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}
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var buildingTiles = FootprintUtils.Tiles(world.Map.Rules, buildingName, this, topLeft).ToList();
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return nearnessCandidates
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.Any(a => buildingTiles
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.Any(b => Math.Abs(a.X - b.X) <= Adjacent
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&& Math.Abs(a.Y - b.Y) <= Adjacent));
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}
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}
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public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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[Sync] readonly CPos topLeft;
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readonly Actor self;
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public readonly bool SkipMakeAnimation;
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/* shared activity lock: undeploy, sell, capture, etc */
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[Sync] public bool Locked = true;
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public bool Lock()
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{
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if (Locked)
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return false;
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Locked = true;
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return true;
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}
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public void Unlock() { Locked = false; }
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public CPos TopLeft { get { return topLeft; } }
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public WPos CenterPosition { get; private set; }
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public IEnumerable<string> ProvidesPrerequisites { get { yield return self.Info.Name; } }
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public Building(ActorInitializer init, BuildingInfo info)
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{
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this.self = init.self;
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this.topLeft = init.Get<LocationInit, CPos>();
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this.Info = info;
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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CenterPosition = init.world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(init.world, Info);
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SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
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}
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Pair<CPos, SubCell>[] occupiedCells;
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
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public void Created(Actor self)
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{
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if (SkipMakeAnimation || !self.HasTrait<WithMakeAnimation>())
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NotifyBuildingComplete(self);
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}
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public void AddedToWorld(Actor self)
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{
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self.World.ActorMap.AddInfluence(self, this);
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self.World.ActorMap.AddPosition(self, this);
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self.World.ScreenMap.Add(self);
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}
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public void RemovedFromWorld(Actor self)
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{
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self.World.ActorMap.RemoveInfluence(self, this);
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self.World.ActorMap.RemovePosition(self, this);
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self.World.ScreenMap.Remove(self);
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}
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public void NotifyBuildingComplete(Actor self)
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{
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if (BuildComplete)
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return;
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BuildComplete = true;
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Locked = false;
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foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
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notify.BuildingComplete(self);
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}
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public void Selling(Actor self)
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{
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BuildComplete = false;
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}
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public void Sold(Actor self) { }
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public void BeforeTransform(Actor self)
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{
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foreach (var s in Info.UndeploySounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterPosition);
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}
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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}
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}
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