Files
OpenRA/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs
2016-01-19 23:35:18 +00:00

253 lines
8.3 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Orders
{
public class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly ProductionQueue queue;
readonly string building;
readonly BuildingInfo buildingInfo;
readonly PlaceBuildingInfo placeBuildingInfo;
readonly BuildingInfluence buildingInfluence;
readonly string faction;
readonly Sprite buildOk;
readonly Sprite buildBlocked;
IActorPreview[] preview;
bool initialized;
public PlaceBuildingOrderGenerator(ProductionQueue queue, string name)
{
var world = queue.Actor.World;
this.queue = queue;
placeBuildingInfo = queue.Actor.Owner.PlayerActor.Info.TraitInfo<PlaceBuildingInfo>();
building = name;
// Clear selection if using Left-Click Orders
if (Game.Settings.Game.UseClassicMouseStyle)
world.Selection.Clear();
var map = world.Map;
var tileset = world.TileSet.Id.ToLowerInvariant();
var info = map.Rules.Actors[building];
buildingInfo = info.TraitInfo<BuildingInfo>();
var buildableInfo = info.TraitInfo<BuildableInfo>();
var mostLikelyProducer = queue.MostLikelyProducer();
faction = buildableInfo.ForceFaction
?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName);
buildOk = map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
buildBlocked = map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
buildingInfluence = world.WorldActor.Trait<BuildingInfluence>();
}
public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
var ret = InnerOrder(world, cell, mi).ToArray();
// If there was a successful placement order
if (ret.Any(o => o.OrderString == "PlaceBuilding"
|| o.OrderString == "LineBuild"
|| o.OrderString == "PlacePlug"))
world.CancelInputMode();
return ret;
}
IEnumerable<Order> InnerOrder(World world, CPos cell, MouseInput mi)
{
if (world.Paused)
yield break;
var owner = queue.Actor.Owner;
if (mi.Button == MouseButton.Left)
{
var orderType = "PlaceBuilding";
var topLeft = cell - FootprintUtils.AdjustForBuildingSize(buildingInfo);
var plugInfo = world.Map.Rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
orderType = "PlacePlug";
if (!AcceptsPlug(topLeft, plugInfo))
{
Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName);
yield break;
}
}
else
{
if (!world.CanPlaceBuilding(building, buildingInfo, topLeft, null)
|| !buildingInfo.IsCloseEnoughToBase(world, owner, building, topLeft))
{
foreach (var order in ClearBlockersOrders(world, topLeft))
yield return order;
Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName);
yield break;
}
if (world.Map.Rules.Actors[building].HasTraitInfo<LineBuildInfo>() && !mi.Modifiers.HasModifier(Modifiers.Shift))
orderType = "LineBuild";
}
yield return new Order(orderType, owner.PlayerActor, false)
{
TargetLocation = topLeft,
TargetActor = queue.Actor,
TargetString = building,
SuppressVisualFeedback = true
};
}
}
public void Tick(World world)
{
if (queue.CurrentItem() == null || queue.CurrentItem().Item != building)
world.CancelInputMode();
if (preview == null)
return;
foreach (var p in preview)
p.Tick();
}
bool AcceptsPlug(CPos cell, PlugInfo plug)
{
var host = buildingInfluence.GetBuildingAt(cell);
if (host == null)
return false;
var location = host.Location;
return host.TraitsImplementing<Pluggable>().Any(p => location + p.Info.Offset == cell && p.AcceptsPlug(host, plug.Type));
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var topLeft = xy - FootprintUtils.AdjustForBuildingSize(buildingInfo);
var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, buildingInfo);
var rules = world.Map.Rules;
var actorInfo = rules.Actors[building];
foreach (var dec in actorInfo.TraitInfos<IPlaceBuildingDecorationInfo>())
foreach (var r in dec.Render(wr, world, actorInfo, offset))
yield return r;
var cells = new Dictionary<CPos, bool>();
var plugInfo = rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
if (plugInfo != null)
{
if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
throw new InvalidOperationException("Plug requires a 1x1 sized Building");
cells.Add(topLeft, AcceptsPlug(topLeft, plugInfo));
}
else if (rules.Actors[building].HasTraitInfo<LineBuildInfo>())
{
// Linebuild for walls.
if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
throw new InvalidOperationException("LineBuild requires a 1x1 sized Building");
if (!Game.GetModifierKeys().HasModifier(Modifiers.Shift))
foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, building, buildingInfo))
cells.Add(t, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, t));
else
cells.Add(topLeft, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft));
}
else
{
if (!initialized)
{
var td = new TypeDictionary()
{
new FactionInit(faction),
new OwnerInit(queue.Actor.Owner),
new HideBibPreviewInit()
};
var init = new ActorPreviewInitializer(rules.Actors[building], wr, td);
preview = rules.Actors[building].TraitInfos<IRenderActorPreviewInfo>()
.SelectMany(rpi => rpi.RenderPreview(init))
.ToArray();
initialized = true;
}
var previewRenderables = preview
.SelectMany(p => p.Render(wr, offset))
.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey);
foreach (var r in previewRenderables)
yield return r;
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft);
foreach (var t in FootprintUtils.Tiles(rules, building, buildingInfo, topLeft))
cells.Add(t, isCloseEnough && world.IsCellBuildable(t, buildingInfo) && res.GetResource(t) == null);
}
var pal = wr.Palette(placeBuildingInfo.Palette);
var topLeftPos = world.Map.CenterOfCell(topLeft);
foreach (var c in cells)
{
var tile = c.Value ? buildOk : buildBlocked;
var pos = world.Map.CenterOfCell(c.Key);
yield return new SpriteRenderable(tile, pos, new WVec(0, 0, topLeftPos.Z - pos.Z),
-511, pal, 1f, true);
}
}
public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return "default"; }
IEnumerable<Order> ClearBlockersOrders(World world, CPos topLeft)
{
var allTiles = FootprintUtils.Tiles(world.Map.Rules, building, buildingInfo, topLeft).ToArray();
var neightborTiles = Util.ExpandFootprint(allTiles, true).Except(allTiles)
.Where(world.Map.Contains).ToList();
var blockers = allTiles.SelectMany(world.ActorMap.GetActorsAt)
.Where(a => a.Owner == queue.Actor.Owner && a.IsIdle)
.Select(a => new TraitPair<Mobile>(a, a.TraitOrDefault<Mobile>()));
foreach (var blocker in blockers.Where(x => x.Trait != null))
{
var availableCells = neightborTiles.Where(t => blocker.Trait.CanEnterCell(t)).ToList();
if (availableCells.Count == 0)
continue;
yield return new Order("Move", blocker.Actor, false)
{
TargetLocation = blocker.Actor.ClosestCell(availableCells)
};
}
}
}
}