Files
OpenRA/OpenRA.Game/Traits/Player/PlaceBuilding.cs
2010-04-05 08:49:36 +12:00

91 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it 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.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
namespace OpenRA.Traits
{
class PlaceBuildingInfo : StatelessTraitInfo<PlaceBuilding> {}
class PlaceBuilding : IResolveOrder
{
public void ResolveOrder( Actor self, Order order )
{
if( order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild" )
{
self.World.AddFrameEndTask( w =>
{
var prevItems = GetNumBuildables(self.Owner);
var queue = self.traits.Get<ProductionQueue>();
var unit = Rules.Info[ order.TargetString ];
var producing = queue.CurrentItem(unit.Category);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
if( order.OrderString == "LineBuild" )
{
bool playSounds = true;
var buildingInfo = unit.Traits.Get<BuildingInfo>();
foreach( var t in LineBuildUtils.GetLineBuildCells( w, order.TargetLocation, order.TargetString, buildingInfo ) )
{
var building = w.CreateActor( order.TargetString, t, order.Player );
if( playSounds )
foreach( var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds )
Sound.PlayToPlayer( order.Player, s );
playSounds = false;
}
}
else
{
var building = w.CreateActor( order.TargetString, order.TargetLocation, order.Player );
foreach (var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds)
Sound.PlayToPlayer(order.Player, s);
}
var facts = w.Queries.OwnedBy[self.Owner]
.WithTrait<ConstructionYard>().Select(x => x.Actor);
var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();
if (fact != null)
fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");
queue.FinishProduction(unit.Category);
if (GetNumBuildables(self.Owner) > prevItems)
w.Add(new DelayedAction(10,
() => Sound.PlayToPlayer(order.Player,
w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
} );
}
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
return Rules.TechTree.BuildableItems(p, Rules.Categories().ToArray()).Count();
}
}
}