91 lines
3.2 KiB
C#
91 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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namespace OpenRA.Traits
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{
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class PlaceBuildingInfo : StatelessTraitInfo<PlaceBuilding> {}
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder( Actor self, Order order )
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{
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if( order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild" )
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{
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self.World.AddFrameEndTask( w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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var queue = self.traits.Get<ProductionQueue>();
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var unit = Rules.Info[ order.TargetString ];
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var producing = queue.CurrentItem(unit.Category);
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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if( order.OrderString == "LineBuild" )
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{
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bool playSounds = true;
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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foreach( var t in LineBuildUtils.GetLineBuildCells( w, order.TargetLocation, order.TargetString, buildingInfo ) )
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{
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var building = w.CreateActor( order.TargetString, t, order.Player );
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if( playSounds )
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foreach( var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds )
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Sound.PlayToPlayer( order.Player, s );
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playSounds = false;
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}
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}
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else
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{
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var building = w.CreateActor( order.TargetString, order.TargetLocation, order.Player );
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foreach (var s in building.Info.Traits.Get<BuildingInfo>().BuildSounds)
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Sound.PlayToPlayer(order.Player, s);
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}
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var facts = w.Queries.OwnedBy[self.Owner]
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.WithTrait<ConstructionYard>().Select(x => x.Actor);
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var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
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var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();
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if (fact != null)
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fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");
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queue.FinishProduction(unit.Category);
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayToPlayer(order.Player,
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w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
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} );
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}
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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return Rules.TechTree.BuildableItems(p, Rules.Categories().ToArray()).Count();
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}
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}
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}
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