193 lines
6.1 KiB
C#
193 lines
6.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Allows the player to execute build orders.", " Attach this to the player actor.")]
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public class PlaceBuildingInfo : ITraitInfo
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{
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[Desc("Palette to use for rendering the placement sprite.")]
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[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[Desc("Play NewOptionsNotification this many ticks after building placement.")]
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public readonly int NewOptionsNotificationDelay = 10;
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[Desc("Notification to play after building placement if new construction options are available.")]
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public readonly string NewOptionsNotification = "NewOptions";
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public object Create(ActorInitializer init) { return new PlaceBuilding(this); }
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}
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public class PlaceBuilding : IResolveOrder, ITick
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{
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readonly PlaceBuildingInfo info;
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bool triggerNotification;
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int tick;
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public PlaceBuilding(PlaceBuildingInfo info)
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{
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this.info = info;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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var os = order.OrderString;
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if (os != "PlaceBuilding" &&
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os != "LineBuild" &&
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os != "PlacePlug")
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return;
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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if (order.TargetActor.IsDead)
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return;
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var unit = self.World.Map.Rules.Actors[order.TargetString];
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var queue = order.TargetActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.CanBuild(unit) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
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if (queue == null)
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return;
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var producer = queue.MostLikelyProducer();
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var faction = producer.Trait != null ? producer.Trait.Faction : self.Owner.Faction.InternalName;
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var buildingInfo = unit.TraitInfo<BuildingInfo>();
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var buildableInfo = unit.TraitInfoOrDefault<BuildableInfo>();
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if (buildableInfo != null && buildableInfo.ForceFaction != null)
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faction = buildableInfo.ForceFaction;
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if (os == "LineBuild")
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{
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// Build the parent actor first
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var placed = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(order.Player),
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new FactionInit(faction),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, placed.CenterPosition);
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// Build the connection segments
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var segmentType = unit.TraitInfo<LineBuildInfo>().SegmentType;
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if (string.IsNullOrEmpty(segmentType))
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segmentType = order.TargetString;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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if (t.First == order.TargetLocation)
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continue;
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w.CreateActor(t.First == order.TargetLocation ? order.TargetString : segmentType, new TypeDictionary
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{
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new LocationInit(t.First),
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new OwnerInit(order.Player),
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new FactionInit(faction),
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new LineBuildParentInit(new[] { t.Second, placed })
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});
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}
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}
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else if (os == "PlacePlug")
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{
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var host = self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(order.TargetLocation);
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if (host == null)
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return;
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var plugInfo = unit.TraitInfoOrDefault<PlugInfo>();
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if (plugInfo == null)
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return;
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var location = host.Location;
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var pluggable = host.TraitsImplementing<Pluggable>()
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.FirstOrDefault(p => location + p.Info.Offset == order.TargetLocation && p.AcceptsPlug(host, plugInfo.Type));
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if (pluggable == null)
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return;
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pluggable.EnablePlug(host, plugInfo.Type);
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foreach (var s in buildingInfo.BuildSounds)
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Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, host.CenterPosition);
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null)
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|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, order.TargetString, order.TargetLocation))
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return;
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(order.Player),
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new FactionInit(faction),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, building.CenterPosition);
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}
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if (producer.Actor != null)
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foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
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nbp.BuildingPlaced(producer.Actor);
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queue.FinishProduction();
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if (buildingInfo.RequiresBaseProvider)
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{
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// May be null if the build anywhere cheat is active
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// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
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var provider = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
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if (provider != null)
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provider.Trait<BaseProvider>().BeginCooldown();
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}
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if (GetNumBuildables(self.Owner) > prevItems)
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triggerNotification = true;
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});
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}
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void ITick.Tick(Actor self)
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{
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if (!triggerNotification)
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return;
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if (tick++ >= info.NewOptionsNotificationDelay)
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PlayNotification(self);
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}
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void PlayNotification(Actor self)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.NewOptionsNotification, self.Owner.Faction.InternalName);
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triggerNotification = false;
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tick = 0;
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}
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static int GetNumBuildables(Player p)
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{
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// This only matters for local players.
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if (p != p.World.LocalPlayer)
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return 0;
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return p.World.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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