Files
OpenRA/OpenRA.Mods.Common/Traits/Production.cs

151 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Drawing;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This unit has access to build queues.")]
public class ProductionInfo : ITraitInfo
{
[FieldLoader.Require]
[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(init, this); }
}
public class Production
{
readonly Lazy<RallyPoint> rp;
public readonly ProductionInfo Info;
public string Faction { get; private set; }
public Production(ActorInitializer init, ProductionInfo info)
{
Info = info;
rp = Exts.Lazy(() => init.Self.IsDead ? null : init.Self.TraitOrDefault<RallyPoint>());
Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
}
public void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
{
var exit = CPos.Zero;
var exitLocation = CPos.Zero;
var target = Target.Invalid;
var bi = producee.TraitInfoOrDefault<BuildableInfo>();
if (bi != null && bi.ForceFaction != null)
factionVariant = bi.ForceFaction;
var td = new TypeDictionary
{
new OwnerInit(self.Owner),
};
if (self.OccupiesSpace != null)
{
exit = self.Location + exitinfo.ExitCell;
var spawn = self.CenterPosition + exitinfo.SpawnOffset;
var to = self.World.Map.CenterOfCell(exit);
var initialFacing = exitinfo.Facing;
if (exitinfo.Facing < 0)
{
var delta = to - spawn;
if (delta.HorizontalLengthSquared == 0)
{
var fi = producee.TraitInfoOrDefault<IFacingInfo>();
initialFacing = fi != null ? fi.GetInitialFacing() : 0;
}
else
initialFacing = delta.Yaw.Facing;
}
exitLocation = rp.Value != null ? rp.Value.Location : exit;
target = Target.FromCell(self.World, exitLocation);
td.Add(new LocationInit(exit));
td.Add(new CenterPositionInit(spawn));
td.Add(new FacingInit(initialFacing));
}
self.World.AddFrameEndTask(w =>
{
if (factionVariant != null)
td.Add(new FactionInit(factionVariant));
var newUnit = self.World.CreateActor(producee.Name, td);
var move = newUnit.TraitOrDefault<IMove>();
if (move != null)
{
if (exitinfo.MoveIntoWorld)
{
if (exitinfo.ExitDelay > 0)
newUnit.QueueActivity(new Wait(exitinfo.ExitDelay, false));
newUnit.QueueActivity(move.MoveIntoWorld(newUnit, exit));
newUnit.QueueActivity(new AttackMoveActivity(
newUnit, move.MoveTo(exitLocation, 1)));
}
}
newUnit.SetTargetLine(target, rp.Value != null ? Color.Red : Color.Green, false);
if (!self.IsDead)
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
t.BuildingComplete(newUnit);
});
}
public virtual bool Produce(Actor self, ActorInfo producee, string factionVariant)
{
if (Reservable.IsReserved(self))
return false;
// Pick a spawn/exit point pair
var exit = self.Info.TraitInfos<ExitInfo>().Shuffle(self.World.SharedRandom)
.FirstOrDefault(e => CanUseExit(self, producee, e));
if (exit != null || self.OccupiesSpace == null)
{
DoProduction(self, producee, exit, factionVariant);
return true;
}
return false;
}
static bool CanUseExit(Actor self, ActorInfo producee, ExitInfo s)
{
var mobileInfo = producee.TraitInfoOrDefault<MobileInfo>();
self.NotifyBlocker(self.Location + s.ExitCell);
return mobileInfo == null ||
mobileInfo.CanEnterCell(self.World, self, self.Location + s.ExitCell, self);
}
}
}