Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/Building.cs
2017-07-06 01:42:55 +02:00

260 lines
8.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Remove this trait to limit base-walking by cheap or defensive buildings.")]
public class GivesBuildableAreaInfo : TraitInfo<GivesBuildableArea> { }
public class GivesBuildableArea { }
public class BuildingInfo : ITraitInfo, IOccupySpaceInfo, IPlaceBuildingDecorationInfo, UsesInit<LocationInit>
{
[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
public readonly HashSet<string> TerrainTypes = new HashSet<string>();
[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
public readonly int Adjacent = 2;
[Desc("x means space it blocks, _ is a part that is passable by actors.")]
public readonly string Footprint = "x";
public readonly CVec Dimensions = new CVec(1, 1);
public readonly bool RequiresBaseProvider = false;
public readonly bool AllowInvalidPlacement = false;
[Desc("Clear smudges from underneath the building footprint.")]
public readonly bool RemoveSmudgesOnBuild = true;
[Desc("Clear smudges from underneath the building footprint on sell.")]
public readonly bool RemoveSmudgesOnSell = true;
[Desc("Clear smudges from underneath the building footprint on transform.")]
public readonly bool RemoveSmudgesOnTransform = true;
public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
public readonly string[] UndeploySounds = { "cashturn.aud" };
public virtual object Create(ActorInitializer init) { return new Building(init, this); }
public Actor FindBaseProvider(World world, Player p, CPos topLeft)
{
var center = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, this);
var allyBuildEnabled = world.WorldActor.Trait<MapBuildRadius>().AllyBuildRadiusEnabled;
foreach (var bp in world.ActorsWithTrait<BaseProvider>())
{
var validOwner = bp.Actor.Owner == p || (allyBuildEnabled && bp.Actor.Owner.Stances[p] == Stance.Ally);
if (!validOwner || !bp.Trait.Ready())
continue;
// Range is counted from the center of the actor, not from each cell.
var target = Target.FromPos(bp.Actor.CenterPosition);
if (target.IsInRange(center, bp.Trait.Info.Range))
return bp.Actor;
}
return null;
}
public virtual bool IsCloseEnoughToBase(World world, Player p, string buildingName, CPos topLeft)
{
if (p.PlayerActor.Trait<DeveloperMode>().BuildAnywhere)
return true;
if (RequiresBaseProvider && FindBaseProvider(world, p, topLeft) == null)
return false;
var buildingMaxBounds = Dimensions;
var bibInfo = world.Map.Rules.Actors[buildingName].TraitInfoOrDefault<BibInfo>();
if (bibInfo != null && !bibInfo.HasMinibib)
buildingMaxBounds += new CVec(0, 1);
var scanStart = world.Map.Clamp(topLeft - new CVec(Adjacent, Adjacent));
var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
var nearnessCandidates = new List<CPos>();
var bi = world.WorldActor.Trait<BuildingInfluence>();
var allyBuildEnabled = world.WorldActor.Trait<MapBuildRadius>().AllyBuildRadiusEnabled;
for (var y = scanStart.Y; y < scanEnd.Y; y++)
{
for (var x = scanStart.X; x < scanEnd.X; x++)
{
var pos = new CPos(x, y);
var buildingAtPos = bi.GetBuildingAt(pos);
if (buildingAtPos == null)
{
var unitsAtPos = world.ActorMap.GetActorsAt(pos).Where(a => a.IsInWorld
&& (a.Owner == p || (allyBuildEnabled && a.Owner.Stances[p] == Stance.Ally))
&& a.Info.HasTraitInfo<GivesBuildableAreaInfo>());
if (unitsAtPos.Any())
nearnessCandidates.Add(pos);
}
else if (buildingAtPos.IsInWorld && buildingAtPos.Info.HasTraitInfo<GivesBuildableAreaInfo>()
&& (buildingAtPos.Owner == p || (allyBuildEnabled && buildingAtPos.Owner.Stances[p] == Stance.Ally)))
nearnessCandidates.Add(pos);
}
}
var buildingTiles = FootprintUtils.Tiles(world.Map.Rules, buildingName, this, topLeft).ToList();
return nearnessCandidates
.Any(a => buildingTiles
.Any(b => Math.Abs(a.X - b.X) <= Adjacent
&& Math.Abs(a.Y - b.Y) <= Adjacent));
}
public IReadOnlyDictionary<CPos, SubCell> OccupiedCells(ActorInfo info, CPos topLeft, SubCell subCell = SubCell.Any)
{
var occupied = FootprintUtils.UnpathableTiles(info.Name, this, topLeft)
.ToDictionary(c => c, c => SubCell.FullCell);
return new ReadOnlyDictionary<CPos, SubCell>(occupied);
}
bool IOccupySpaceInfo.SharesCell { get { return false; } }
public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
{
if (!RequiresBaseProvider)
return SpriteRenderable.None;
return w.ActorsWithTrait<BaseProvider>().SelectMany(a => a.Trait.RangeCircleRenderables(wr));
}
}
public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
{
public readonly BuildingInfo Info;
public bool BuildComplete { get; private set; }
[Sync] readonly CPos topLeft;
readonly Actor self;
public readonly bool SkipMakeAnimation;
Pair<CPos, SubCell>[] occupiedCells;
// Shared activity lock: undeploy, sell, capture, etc.
[Sync] public bool Locked = true;
public bool Lock()
{
if (Locked)
return false;
Locked = true;
return true;
}
public void Unlock() { Locked = false; }
public CPos TopLeft { get { return topLeft; } }
public WPos CenterPosition { get; private set; }
public Building(ActorInitializer init, BuildingInfo info)
{
self = init.Self;
topLeft = init.Get<LocationInit, CPos>();
Info = info;
occupiedCells = FootprintUtils.UnpathableTiles(self.Info.Name, Info, TopLeft)
.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
CenterPosition = init.World.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(init.World, Info);
SkipMakeAnimation = init.Contains<SkipMakeAnimsInit>();
}
public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { return occupiedCells; }
void INotifyCreated.Created(Actor self)
{
if (SkipMakeAnimation || !self.Info.HasTraitInfo<WithMakeAnimationInfo>())
NotifyBuildingComplete(self);
}
public virtual void AddedToWorld(Actor self)
{
if (Info.RemoveSmudgesOnBuild)
RemoveSmudges();
self.World.ActorMap.AddInfluence(self, this);
self.World.ActorMap.AddPosition(self, this);
if (!self.Bounds.Size.IsEmpty)
self.World.ScreenMap.Add(self);
}
void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{
self.World.ActorMap.RemoveInfluence(self, this);
self.World.ActorMap.RemovePosition(self, this);
if (!self.Bounds.Size.IsEmpty)
self.World.ScreenMap.Remove(self);
}
public void NotifyBuildingComplete(Actor self)
{
if (BuildComplete)
return;
BuildComplete = true;
Unlock();
foreach (var notify in self.TraitsImplementing<INotifyBuildComplete>())
notify.BuildingComplete(self);
}
void INotifySold.Selling(Actor self)
{
if (Info.RemoveSmudgesOnSell)
RemoveSmudges();
BuildComplete = false;
}
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self)
{
if (Info.RemoveSmudgesOnTransform)
RemoveSmudges();
foreach (var s in Info.UndeploySounds)
Game.Sound.PlayToPlayer(SoundType.World, self.Owner, s, self.CenterPosition);
}
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
public void RemoveSmudges()
{
var smudgeLayers = self.World.WorldActor.TraitsImplementing<SmudgeLayer>();
foreach (var smudgeLayer in smudgeLayers)
foreach (var footprintTile in FootprintUtils.Tiles(self))
smudgeLayer.RemoveSmudge(footprintTile);
}
}
}