Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/PrimaryBuilding.cs
2015-07-15 04:06:52 +03:00

87 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
static class PrimaryExts
{
public static bool IsPrimaryBuilding(this Actor a)
{
var pb = a.TraitOrDefault<PrimaryBuilding>();
return pb != null && pb.IsPrimary;
}
}
[Desc("Used together with ClassicProductionQueue.")]
public class PrimaryBuildingInfo : TraitInfo<PrimaryBuilding> { }
public class PrimaryBuilding : IIssueOrder, IResolveOrder, ITags
{
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return isPrimary ? TagType.Primary : TagType.None;
}
public IEnumerable<IOrderTargeter> Orders
{
get { yield return new DeployOrderTargeter("PrimaryProducer", 1); }
}
public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
{
if (order.OrderID == "PrimaryProducer")
return new Order(order.OrderID, self, false);
return null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PrimaryProducer")
SetPrimaryProducer(self, !isPrimary);
}
public void SetPrimaryProducer(Actor self, bool state)
{
if (state == false)
{
isPrimary = false;
return;
}
// TODO: THIS IS SHIT
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
{
var productionType = p; // benign closure hazard
foreach (var b in self.World
.ActorsWithTrait<PrimaryBuilding>()
.Where(a =>
a.Actor.Owner == self.Owner &&
a.Trait.IsPrimary &&
a.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(productionType)))
b.Trait.SetPrimaryProducer(b.Actor, false);
}
isPrimary = true;
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "PrimaryBuildingSelected", self.Owner.Faction.InternalName);
}
}
}