Files
OpenRA/OpenRA.Game/Traits/Production.cs

167 lines
5.2 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using System.Drawing;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class ProductionInfo : ITraitInfo
{
public readonly float[] SpawnOffsets; // in px relative to CenterLocation
public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
public readonly bool EnablePrimary = true;
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
public class Production : IIssueOrder, IResolveOrder, ITags, IOrderCursor
{
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
public Production(ProductionInfo info)
{
if (info.SpawnOffsets == null || info.ExitCells == null)
return;
if (info.SpawnOffsets.Length != info.ExitCells.Length)
throw new System.InvalidOperationException("SpawnOffset, ExitCells length mismatch");
for (int i = 0; i < info.ExitCells.Length; i+=2)
Spawns.Add(Pair.New(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1])));
}
public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
{
var move = newUnit.traits.Get<IMove>();
var facing = newUnit.traits.GetOrDefault<IFacing>();
// Set the physical position of the unit as the exit cell
move.SetPosition(newUnit,exit);
var to = Util.CenterOfCell(exit);
newUnit.CenterLocation = spawn;
if (facing != null)
facing.Facing = Util.GetFacing(to - spawn, facing.Facing);
self.World.Add(newUnit);
// Animate the spawn -> exit transition
var speed = move.MovementSpeedForCell(self, exit);
var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
newUnit.QueueActivity(new Activities.Drag(spawn, to, length));
// For the target line
var target = exit;
var rp = self.traits.GetOrDefault<RallyPoint>();
if (rp != null)
{
target = rp.rallyPoint;
// Todo: Move implies unit has Mobile
newUnit.QueueActivity(new Activities.Move(target, 1));
}
if (newUnit.Owner == self.World.LocalPlayer)
{
self.World.AddFrameEndTask(w =>
{
var line = newUnit.traits.GetOrDefault<DrawLineToTarget>();
if (line != null)
line.SetTargetSilently(newUnit, Target.FromCell(target), Color.Green);
});
}
foreach (var t in self.traits.WithInterface<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
}
public virtual bool Produce( Actor self, ActorInfo producee )
{
var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
{
new OwnerInit( self.Owner ),
});
// Todo: remove assumption on Mobile;
// required for 3-arg CanEnterCell
var mobile = newUnit.traits.Get<Mobile>();
// Pick a spawn/exit point pair
// Todo: Reorder in a synced random way
foreach (var s in Spawns)
{
var exit = self.Location + s.Second;
var spawn = self.CenterLocation + s.First;
if (mobile.CanEnterCell(exit,self,true))
{
DoProduction(self, newUnit, exit, spawn);
return true;
}
}
return false;
}
// "primary building" crap - perhaps this should be split?
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return (isPrimary) ? TagType.Primary : TagType.None;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && underCursor == self && self.Info.Traits.Get<ProductionInfo>().EnablePrimary)
return new Order("PrimaryProducer", self);
return null;
}
public string CursorForOrder(Actor self, Order order)
{
return (order.OrderString == "PrimaryProducer") ? "deploy" : 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;
}
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
{
foreach (var b in self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.IsPrimary
&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
{
b.Trait.SetPrimaryProducer(b.Actor, false);
}
}
isPrimary = true;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
}
}
}