Files
OpenRA/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs
2020-07-28 18:22:51 +02:00

344 lines
11 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Orders
{
[Flags]
public enum PlaceBuildingCellType { None = 0, Valid = 1, Invalid = 2, LineBuild = 4 }
[RequireExplicitImplementation]
public interface IPlaceBuildingPreviewGeneratorInfo : ITraitInfoInterface
{
IPlaceBuildingPreview CreatePreview(WorldRenderer wr, ActorInfo ai, TypeDictionary init);
}
public interface IPlaceBuildingPreview
{
int2 TopLeftScreenOffset { get; }
void Tick();
IEnumerable<IRenderable> Render(WorldRenderer wr, CPos topLeft, Dictionary<CPos, PlaceBuildingCellType> footprint);
IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, CPos topLeft);
}
public class PlaceBuildingOrderGenerator : IOrderGenerator
{
class VariantWrapper
{
public readonly ActorInfo ActorInfo;
public readonly BuildingInfo BuildingInfo;
public readonly PlugInfo PlugInfo;
public readonly LineBuildInfo LineBuildInfo;
public readonly IPlaceBuildingPreview Preview;
public VariantWrapper(WorldRenderer wr, ProductionQueue queue, ActorInfo ai)
{
ActorInfo = ai;
BuildingInfo = ActorInfo.TraitInfo<BuildingInfo>();
PlugInfo = ActorInfo.TraitInfoOrDefault<PlugInfo>();
LineBuildInfo = ActorInfo.TraitInfoOrDefault<LineBuildInfo>();
var previewGeneratorInfo = ActorInfo.TraitInfoOrDefault<IPlaceBuildingPreviewGeneratorInfo>();
if (previewGeneratorInfo != null)
{
string faction;
var buildableInfo = ActorInfo.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo != null && buildableInfo.ForceFaction != null)
faction = buildableInfo.ForceFaction;
else
{
var mostLikelyProducer = queue.MostLikelyProducer();
faction = mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName;
}
var td = new TypeDictionary()
{
new FactionInit(faction),
new OwnerInit(queue.Actor.Owner),
};
foreach (var api in ActorInfo.TraitInfos<IActorPreviewInitInfo>())
foreach (var o in api.ActorPreviewInits(ActorInfo, ActorPreviewType.PlaceBuilding))
td.Add(o);
Preview = previewGeneratorInfo.CreatePreview(wr, ActorInfo, td);
}
}
}
readonly ProductionQueue queue;
readonly PlaceBuildingInfo placeBuildingInfo;
readonly BuildingInfluence buildingInfluence;
readonly ResourceLayer resourceLayer;
readonly Viewport viewport;
readonly VariantWrapper[] variants;
int variant;
public PlaceBuildingOrderGenerator(ProductionQueue queue, string name, WorldRenderer worldRenderer)
{
var world = queue.Actor.World;
this.queue = queue;
placeBuildingInfo = queue.Actor.Owner.PlayerActor.Info.TraitInfo<PlaceBuildingInfo>();
buildingInfluence = world.WorldActor.Trait<BuildingInfluence>();
resourceLayer = world.WorldActor.TraitOrDefault<ResourceLayer>();
viewport = worldRenderer.Viewport;
// Clear selection if using Left-Click Orders
if (Game.Settings.Game.UseClassicMouseStyle)
world.Selection.Clear();
var variants = new List<VariantWrapper>()
{
new VariantWrapper(worldRenderer, queue, world.Map.Rules.Actors[name])
};
foreach (var v in variants[0].ActorInfo.TraitInfos<PlaceBuildingVariantsInfo>())
foreach (var a in v.Actors)
variants.Add(new VariantWrapper(worldRenderer, queue, world.Map.Rules.Actors[a]));
this.variants = variants.ToArray();
}
PlaceBuildingCellType MakeCellType(bool valid, bool lineBuild = false)
{
var cell = valid ? PlaceBuildingCellType.Valid : PlaceBuildingCellType.Invalid;
if (lineBuild)
cell |= PlaceBuildingCellType.LineBuild;
return cell;
}
public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if ((mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Down) || (mi.Button == MouseButton.Right && mi.Event == MouseInputEvent.Up))
{
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;
}
return Enumerable.Empty<Order>();
}
CPos TopLeft
{
get
{
var offsetPos = Viewport.LastMousePos;
if (variants[variant].Preview != null)
offsetPos += variants[variant].Preview.TopLeftScreenOffset;
return viewport.ViewToWorld(offsetPos);
}
}
IEnumerable<Order> InnerOrder(World world, CPos cell, MouseInput mi)
{
if (world.Paused)
yield break;
var owner = queue.Actor.Owner;
var ai = variants[variant].ActorInfo;
var bi = variants[variant].BuildingInfo;
if (mi.Button == MouseButton.Left)
{
var orderType = "PlaceBuilding";
var topLeft = TopLeft;
var plugInfo = ai.TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
orderType = "PlacePlug";
if (!AcceptsPlug(topLeft, plugInfo))
{
Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", placeBuildingInfo.CannotPlaceNotification, owner.Faction.InternalName);
yield break;
}
}
else
{
if (!world.CanPlaceBuilding(topLeft, ai, bi, null)
|| !bi.IsCloseEnoughToBase(world, owner, ai, topLeft))
{
foreach (var order in ClearBlockersOrders(world, topLeft))
yield return order;
Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", placeBuildingInfo.CannotPlaceNotification, owner.Faction.InternalName);
yield break;
}
if (ai.HasTraitInfo<LineBuildInfo>() && !mi.Modifiers.HasModifier(Modifiers.Shift))
orderType = "LineBuild";
}
yield return new Order(orderType, owner.PlayerActor, Target.FromCell(world, topLeft), false)
{
// Building to place
TargetString = variants[0].ActorInfo.Name,
// Actor ID to associate with placement may be quite large, so it gets its own uint
ExtraData = queue.Actor.ActorID,
// Actor variant will always be small enough to safely pack in a CPos
ExtraLocation = new CPos(variant, 0),
SuppressVisualFeedback = true
};
}
}
void IOrderGenerator.Tick(World world)
{
if (queue.AllQueued().All(i => !i.Done || i.Item != variants[0].ActorInfo.Name))
world.CancelInputMode();
foreach (var v in variants)
if (v.Preview != null)
v.Preview.Tick();
}
bool AcceptsPlug(CPos cell, PlugInfo plug)
{
var host = buildingInfluence.GetBuildingAt(cell);
if (host == null)
return false;
var location = host.Location;
return host.TraitsImplementing<Pluggable>().Any(p => p.AcceptsPlug(host, plug.Type));
}
IEnumerable<IRenderable> IOrderGenerator.Render(WorldRenderer wr, World world) { yield break; }
IEnumerable<IRenderable> IOrderGenerator.RenderAboveShroud(WorldRenderer wr, World world)
{
var topLeft = TopLeft;
var footprint = new Dictionary<CPos, PlaceBuildingCellType>();
var activeVariant = variants[variant];
var actorInfo = activeVariant.ActorInfo;
var buildingInfo = activeVariant.BuildingInfo;
var plugInfo = activeVariant.PlugInfo;
var lineBuildInfo = activeVariant.LineBuildInfo;
var preview = activeVariant.Preview;
var owner = queue.Actor.Owner;
if (plugInfo != null)
{
if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
throw new InvalidOperationException("Plug requires a 1x1 sized Building");
footprint.Add(topLeft, MakeCellType(AcceptsPlug(topLeft, plugInfo)));
}
else if (lineBuildInfo != null && owner.Shroud.IsExplored(topLeft))
{
// 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, actorInfo, buildingInfo, owner))
{
var lineBuildable = world.IsCellBuildable(t.First, actorInfo, buildingInfo);
var lineCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, t.First);
footprint.Add(t.First, MakeCellType(lineBuildable && lineCloseEnough, true));
}
}
var buildable = world.IsCellBuildable(topLeft, actorInfo, buildingInfo);
var closeEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, topLeft);
footprint[topLeft] = MakeCellType(buildable && closeEnough);
}
else
{
var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, actorInfo, topLeft);
foreach (var t in buildingInfo.Tiles(topLeft))
footprint.Add(t, MakeCellType(isCloseEnough && world.IsCellBuildable(t, actorInfo, buildingInfo) && (resourceLayer == null || resourceLayer.GetResourceType(t) == null)));
}
return preview != null ? preview.Render(wr, topLeft, footprint) : Enumerable.Empty<IRenderable>();
}
IEnumerable<IRenderable> IOrderGenerator.RenderAnnotations(WorldRenderer wr, World world)
{
var preview = variants[variant].Preview;
return preview != null ? preview.RenderAnnotations(wr, TopLeft) : Enumerable.Empty<IRenderable>();
}
string IOrderGenerator.GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return "default"; }
bool IOrderGenerator.HandleKeyPress(KeyInput e)
{
if (variants.Length > 0 && placeBuildingInfo.ToggleVariantKey.IsActivatedBy(e))
{
if (++variant >= variants.Length)
variant = 0;
return true;
}
return false;
}
void IOrderGenerator.Deactivate() { }
IEnumerable<Order> ClearBlockersOrders(World world, CPos topLeft)
{
var allTiles = variants[variant].BuildingInfo.Tiles(topLeft).ToArray();
var adjacentTiles = 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<IMove>(a, a.TraitOrDefault<IMove>()))
.Where(x => x.Trait != null);
foreach (var blocker in blockers)
{
CPos moveCell;
var mobile = blocker.Trait as Mobile;
if (mobile != null)
{
var availableCells = adjacentTiles.Where(t => mobile.CanEnterCell(t)).ToList();
if (availableCells.Count == 0)
continue;
moveCell = blocker.Actor.ClosestCell(availableCells);
}
else if (blocker.Trait is Aircraft)
moveCell = blocker.Actor.Location;
else
continue;
yield return new Order("Move", blocker.Actor, Target.FromCell(world, moveCell), false)
{
SuppressVisualFeedback = true
};
}
}
}
}