152 lines
5.2 KiB
C#
Executable File
152 lines
5.2 KiB
C#
Executable File
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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static class UnitOrders
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{
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public static void ProcessOrder( Order order )
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{
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switch( order.OrderString )
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{
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case "Move":
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel( order.Subject );
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mobile.QueueActivity( new Traits.Activities.Move( order.TargetLocation, 8 ) );
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var attackBase = order.Subject.traits.WithInterface<AttackBase>().FirstOrDefault();
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if( attackBase != null )
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attackBase.target = null; /* move cancels attack order */
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break;
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}
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case "Attack":
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{
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const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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var mobile = order.Subject.traits.GetOrDefault<Mobile>();
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/* todo: choose the appropriate weapon, when only one works against this target */
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var weapon = order.Subject.unitInfo.Primary ?? order.Subject.unitInfo.Secondary;
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mobile.Cancel(order.Subject);
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if (order.Subject.traits.Contains<AttackTurreted>())
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{
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mobile.QueueActivity(
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new Traits.Activities.Follow(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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order.Subject.traits.Get<AttackTurreted>().target = order.TargetActor;
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}
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else
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{
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mobile.QueueActivity(
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new Traits.Activities.Attack(order.TargetActor,
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Math.Max(0, (int)Rules.WeaponInfo[weapon].Range - RangeTolerance)));
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}
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break;
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}
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case "DeployMcv":
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{
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var factBuildingInfo = (UnitInfo.BuildingInfo)Rules.UnitInfo[ "fact" ];
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if( !Game.CanPlaceBuilding( factBuildingInfo, order.Subject.Location - new int2( 1, 1 ), order.Subject, false ) )
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break; /* throw the order on the floor */
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity( new Traits.Activities.Turn( 96 ) );
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mobile.QueueActivity( new Traits.Activities.DeployMcv() );
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break;
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}
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case "DeliverOre":
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.DeliverOre(order.TargetActor));
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break;
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}
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case "Harvest":
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{
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var mobile = order.Subject.traits.Get<Mobile>();
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mobile.Cancel(order.Subject);
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mobile.QueueActivity(new Traits.Activities.Move(order.TargetLocation, 0));
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mobile.QueueActivity(new Traits.Activities.Harvest() );
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break;
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}
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case "PlaceBuilding":
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{
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Game.world.AddFrameEndTask( _ =>
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{
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var building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var producing = order.Player.Producing(Rules.UnitCategory[order.TargetString]);
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name );
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Game.world.Add( new Actor( building.Name, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building ), order.Player ) );
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order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
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} );
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break;
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}
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case "StartProduction":
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{
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string group = Rules.UnitCategory[ order.TargetString ];
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var ui = Rules.UnitInfo[ order.TargetString ];
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var time = ui.Cost
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* .8f /* Game.BuildSpeed */ /* todo: country-specific build speed bonus */
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* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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time = .08f * time; /* temporary hax so we can build stuff fast for test */
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if (!Rules.TechTree.BuildableItems(order.Player, group).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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order.Player.BeginProduction(group,
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new ProductionItem(order.TargetString, (int)time, ui.Cost,
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() => Game.world.AddFrameEndTask(
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_ =>
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{
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var isBuilding = group == "Building" || group == "Defense";
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if (!hasPlayedSound && order.Player == Game.LocalPlayer)
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{
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Game.PlaySound(isBuilding ? "conscmp1.aud" : "unitrdy1.aud", false);
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hasPlayedSound = true;
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}
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if (!isBuilding)
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Game.BuildUnit(order.Player, order.TargetString);
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})));
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break;
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}
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case "PauseProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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case "SetRallyPoint":
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{
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var pt = order.Subject.traits.Get<RallyPoint>();
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pt.rallyPoint = order.TargetLocation;
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break;
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}
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default:
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throw new NotImplementedException();
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}
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}
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}
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}
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