Files
OpenRA/OpenRA.Mods.RA/Player/PlaceBuilding.cs
2015-01-02 14:39:49 +01:00

134 lines
4.2 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.Linq;
using OpenRA.Effects;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Allows to execute build orders.", " Attach this to the player actor.")]
class PlaceBuildingInfo : TraitInfo<PlaceBuilding> { }
class PlaceBuilding : IResolveOrder
{
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
{
self.World.AddFrameEndTask(w =>
{
var prevItems = GetNumBuildables(self.Owner);
if (order.TargetActor.IsDead)
return;
var unit = self.World.Map.Rules.Actors[order.TargetString];
var queue = order.TargetActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.CanBuild(unit) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
if (queue == null)
return;
var buildingInfo = unit.Traits.Get<BuildingInfo>();
if (order.OrderString == "LineBuild")
{
var playSounds = true;
foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
{
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit(t),
new OwnerInit(order.Player),
new RaceInit(queue.Race)
});
if (playSounds)
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
playSounds = false;
}
}
else
{
if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null)
|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, order.TargetString, order.TargetLocation))
{
return;
}
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit(order.TargetLocation),
new OwnerInit(order.Player),
new RaceInit(queue.Race),
});
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
}
PlayBuildAnim(self, unit);
queue.FinishProduction();
if (buildingInfo.RequiresBaseProvider)
{
// May be null if the build anywhere cheat is active
// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
var producer = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
if (producer != null)
producer.Trait<BaseProvider>().BeginCooldown();
}
if (GetNumBuildables(self.Owner) > prevItems)
w.Add(new DelayedAction(10,
() => Sound.PlayNotification(self.World.Map.Rules, order.Player, "Speech", "NewOptions", order.Player.Country.Race)));
});
}
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim(Actor self, ActorInfo unit)
{
var bi = unit.Traits.GetOrDefault<BuildableInfo>();
if (bi == null)
return;
var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Intersect(bi.Queue).Any())
.ToList();
var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
.FirstOrDefault();
if (producer.Actor == null)
return;
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
return p.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p)
.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
}
}
}