Files
OpenRA/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs
2014-08-03 22:23:47 +12:00

156 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Graphics;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.RA.Orders
{
public class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly Actor Producer;
readonly string Building;
readonly BuildingInfo BuildingInfo;
IActorPreview[] preview;
Sprite buildOk, buildBlocked;
bool initialized = false;
public PlaceBuildingOrderGenerator(ProductionQueue queue, string name)
{
Producer = queue.Actor;
Building = name;
var map = Producer.World.Map;
var tileset = Producer.World.TileSet.Id.ToLowerInvariant();
BuildingInfo = map.Rules.Actors[Building].Traits.Get<BuildingInfo>();
buildOk = map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
buildBlocked = map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
var ret = InnerOrder(world, xy, mi).ToList();
if (ret.Count > 0)
world.CancelInputMode();
return ret;
}
IEnumerable<Order> InnerOrder(World world, CPos xy, MouseInput mi)
{
if (world.Paused)
yield break;
if (mi.Button == MouseButton.Left)
{
var topLeft = xy - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
if (!world.CanPlaceBuilding(Building, BuildingInfo, topLeft, null)
|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
{
Sound.PlayNotification(world.Map.Rules, Producer.Owner, "Speech", "BuildingCannotPlaceAudio", Producer.Owner.Country.Race);
yield break;
}
var isLineBuild = world.Map.Rules.Actors[Building].Traits.Contains<LineBuildInfo>();
yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding", Producer.Owner.PlayerActor, false)
{
TargetLocation = topLeft,
TargetActor = Producer,
TargetString = Building,
SuppressVisualFeedback = true
};
}
}
public void Tick(World world)
{
if (preview == null)
return;
foreach (var p in preview)
p.Tick();
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var topLeft = xy - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
var rules = world.Map.Rules;
var actorInfo = rules.Actors[Building];
foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
foreach (var r in dec.Render(wr, world, actorInfo, world.Map.CenterOfCell(xy)))
yield return r;
var cells = new Dictionary<CPos, bool>();
// Linebuild for walls.
// Requires a 1x1 footprint
if (rules.Actors[Building].Traits.Contains<LineBuildInfo>())
{
if (BuildingInfo.Dimensions.X != 1 || BuildingInfo.Dimensions.Y != 1)
throw new InvalidOperationException("LineBuild requires a 1x1 sized Building");
foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, Building, BuildingInfo))
cells.Add(t, BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, t));
}
else
{
if (!initialized)
{
var init = new ActorPreviewInitializer(rules.Actors[Building], Producer.Owner, wr, new TypeDictionary());
preview = rules.Actors[Building].Traits.WithInterface<IRenderActorPreviewInfo>()
.SelectMany(rpi => rpi.RenderPreview(init))
.ToArray();
initialized = true;
}
var comparer = new RenderableComparer(wr);
var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, BuildingInfo);
var previewRenderables = preview
.SelectMany(p => p.Render(wr, offset))
.OrderBy(r => r, comparer);
foreach (var r in previewRenderables)
yield return r;
var res = world.WorldActor.Trait<ResourceLayer>();
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("terrain");
foreach (var c in cells)
{
var tile = c.Value ? buildOk : buildBlocked;
yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c.Key),
WVec.Zero, -511, pal, 1f, true);
}
}
public string GetCursor(World world, CPos xy, MouseInput mi) { return "default"; }
}
}