#region Copyright & License Information /* * Copyright 2007-2016 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you 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. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Orders { public class PlaceBuildingOrderGenerator : IOrderGenerator { readonly ProductionQueue queue; readonly string building; readonly BuildingInfo buildingInfo; readonly PlaceBuildingInfo placeBuildingInfo; readonly BuildingInfluence buildingInfluence; readonly string faction; readonly Sprite buildOk; readonly Sprite buildBlocked; IActorPreview[] preview; bool initialized; public PlaceBuildingOrderGenerator(ProductionQueue queue, string name) { var world = queue.Actor.World; this.queue = queue; placeBuildingInfo = queue.Actor.Owner.PlayerActor.Info.TraitInfo(); building = name; // Clear selection if using Left-Click Orders if (Game.Settings.Game.UseClassicMouseStyle) world.Selection.Clear(); var map = world.Map; var tileset = world.TileSet.Id.ToLowerInvariant(); var info = map.Rules.Actors[building]; buildingInfo = info.TraitInfo(); var buildableInfo = info.TraitInfo(); var mostLikelyProducer = queue.MostLikelyProducer(); faction = buildableInfo.ForceFaction ?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName); buildOk = map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0); buildBlocked = map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0); buildingInfluence = world.WorldActor.Trait(); } public IEnumerable Order(World world, CPos cell, int2 worldPixel, MouseInput mi) { if (mi.Button == MouseButton.Right) world.CancelInputMode(); var ret = InnerOrder(world, cell, mi).ToArray(); // If there was a successful placement order if (ret.Any(o => o.OrderString == "PlaceBuilding" || o.OrderString == "LineBuild" || o.OrderString == "PlacePlug")) world.CancelInputMode(); return ret; } IEnumerable InnerOrder(World world, CPos cell, MouseInput mi) { if (world.Paused) yield break; var owner = queue.Actor.Owner; if (mi.Button == MouseButton.Left) { var orderType = "PlaceBuilding"; var topLeft = cell - FootprintUtils.AdjustForBuildingSize(buildingInfo); var plugInfo = world.Map.Rules.Actors[building].TraitInfoOrDefault(); if (plugInfo != null) { orderType = "PlacePlug"; if (!AcceptsPlug(topLeft, plugInfo)) { Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName); yield break; } } else { if (!world.CanPlaceBuilding(building, buildingInfo, topLeft, null) || !buildingInfo.IsCloseEnoughToBase(world, owner, building, topLeft)) { foreach (var order in ClearBlockersOrders(world, topLeft)) yield return order; Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName); yield break; } if (world.Map.Rules.Actors[building].HasTraitInfo() && !mi.Modifiers.HasModifier(Modifiers.Shift)) orderType = "LineBuild"; } yield return new Order(orderType, owner.PlayerActor, false) { TargetLocation = topLeft, TargetActor = queue.Actor, TargetString = building, SuppressVisualFeedback = true }; } } public void Tick(World world) { if (queue.CurrentItem() == null || queue.CurrentItem().Item != building) world.CancelInputMode(); if (preview == null) return; foreach (var p in preview) p.Tick(); } bool AcceptsPlug(CPos cell, PlugInfo plug) { var host = buildingInfluence.GetBuildingAt(cell); if (host == null) return false; var location = host.Location; return host.TraitsImplementing().Any(p => location + p.Info.Offset == cell && p.AcceptsPlug(host, plug.Type)); } public IEnumerable Render(WorldRenderer wr, World world) { yield break; } public IEnumerable RenderAfterWorld(WorldRenderer wr, World world) { var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos); var topLeft = xy - FootprintUtils.AdjustForBuildingSize(buildingInfo); var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, buildingInfo); var rules = world.Map.Rules; var actorInfo = rules.Actors[building]; foreach (var dec in actorInfo.TraitInfos()) foreach (var r in dec.Render(wr, world, actorInfo, offset)) yield return r; var cells = new Dictionary(); var plugInfo = rules.Actors[building].TraitInfoOrDefault(); if (plugInfo != null) { if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1) throw new InvalidOperationException("Plug requires a 1x1 sized Building"); cells.Add(topLeft, AcceptsPlug(topLeft, plugInfo)); } else if (rules.Actors[building].HasTraitInfo()) { // Linebuild for walls. if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1) throw new InvalidOperationException("LineBuild requires a 1x1 sized Building"); if (!Game.GetModifierKeys().HasModifier(Modifiers.Shift)) foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, building, buildingInfo)) cells.Add(t, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, t)); else cells.Add(topLeft, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft)); } else { if (!initialized) { var td = new TypeDictionary() { new FactionInit(faction), new OwnerInit(queue.Actor.Owner), new HideBibPreviewInit() }; var init = new ActorPreviewInitializer(rules.Actors[building], wr, td); preview = rules.Actors[building].TraitInfos() .SelectMany(rpi => rpi.RenderPreview(init)) .ToArray(); initialized = true; } var previewRenderables = preview .SelectMany(p => p.Render(wr, offset)) .OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey); foreach (var r in previewRenderables) yield return r; var res = world.WorldActor.Trait(); var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft); foreach (var t in FootprintUtils.Tiles(rules, building, buildingInfo, topLeft)) cells.Add(t, isCloseEnough && world.IsCellBuildable(t, buildingInfo) && res.GetResource(t) == null); } var pal = wr.Palette(placeBuildingInfo.Palette); var topLeftPos = world.Map.CenterOfCell(topLeft); foreach (var c in cells) { var tile = c.Value ? buildOk : buildBlocked; var pos = world.Map.CenterOfCell(c.Key); yield return new SpriteRenderable(tile, pos, new WVec(0, 0, topLeftPos.Z - pos.Z), -511, pal, 1f, true); } } public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return "default"; } IEnumerable ClearBlockersOrders(World world, CPos topLeft) { var allTiles = FootprintUtils.Tiles(world.Map.Rules, building, buildingInfo, topLeft).ToArray(); var neightborTiles = Util.ExpandFootprint(allTiles, true).Except(allTiles) .Where(world.Map.Contains).ToList(); var blockers = allTiles.SelectMany(world.ActorMap.GetActorsAt) .Where(a => a.Owner == queue.Actor.Owner && a.IsIdle) .Select(a => new TraitPair(a, a.TraitOrDefault())); foreach (var blocker in blockers.Where(x => x.Trait != null)) { var availableCells = neightborTiles.Where(t => blocker.Trait.CanEnterCell(t)).ToList(); if (availableCells.Count == 0) continue; yield return new Order("Move", blocker.Actor, false) { TargetLocation = blocker.Actor.ClosestCell(availableCells) }; } } } }