253 lines
8.3 KiB
C#
253 lines
8.3 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public class PlaceBuildingOrderGenerator : IOrderGenerator
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{
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readonly ProductionQueue queue;
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readonly string building;
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readonly BuildingInfo buildingInfo;
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readonly PlaceBuildingInfo placeBuildingInfo;
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readonly BuildingInfluence buildingInfluence;
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readonly string faction;
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readonly Sprite buildOk;
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readonly Sprite buildBlocked;
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IActorPreview[] preview;
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bool initialized;
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public PlaceBuildingOrderGenerator(ProductionQueue queue, string name)
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{
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var world = queue.Actor.World;
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this.queue = queue;
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placeBuildingInfo = queue.Actor.Owner.PlayerActor.Info.TraitInfo<PlaceBuildingInfo>();
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building = name;
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// Clear selection if using Left-Click Orders
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if (Game.Settings.Game.UseClassicMouseStyle)
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world.Selection.Clear();
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var map = world.Map;
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var tileset = world.TileSet.Id.ToLowerInvariant();
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var info = map.Rules.Actors[building];
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buildingInfo = info.TraitInfo<BuildingInfo>();
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var buildableInfo = info.TraitInfo<BuildableInfo>();
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var mostLikelyProducer = queue.MostLikelyProducer();
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faction = buildableInfo.ForceFaction
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?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName);
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buildOk = map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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buildBlocked = map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
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buildingInfluence = world.WorldActor.Trait<BuildingInfluence>();
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}
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public IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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var ret = InnerOrder(world, cell, mi).ToArray();
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// If there was a successful placement order
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if (ret.Any(o => o.OrderString == "PlaceBuilding"
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|| o.OrderString == "LineBuild"
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|| o.OrderString == "PlacePlug"))
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world.CancelInputMode();
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return ret;
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}
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IEnumerable<Order> InnerOrder(World world, CPos cell, MouseInput mi)
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{
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if (world.Paused)
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yield break;
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var owner = queue.Actor.Owner;
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if (mi.Button == MouseButton.Left)
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{
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var orderType = "PlaceBuilding";
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var topLeft = cell - FootprintUtils.AdjustForBuildingSize(buildingInfo);
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var plugInfo = world.Map.Rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
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if (plugInfo != null)
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{
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orderType = "PlacePlug";
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if (!AcceptsPlug(topLeft, plugInfo))
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{
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Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName);
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yield break;
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}
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}
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else
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{
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if (!world.CanPlaceBuilding(building, buildingInfo, topLeft, null)
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|| !buildingInfo.IsCloseEnoughToBase(world, owner, building, topLeft))
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{
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foreach (var order in ClearBlockersOrders(world, topLeft))
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yield return order;
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Game.Sound.PlayNotification(world.Map.Rules, owner, "Speech", "BuildingCannotPlaceAudio", owner.Faction.InternalName);
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yield break;
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}
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if (world.Map.Rules.Actors[building].HasTraitInfo<LineBuildInfo>() && !mi.Modifiers.HasModifier(Modifiers.Shift))
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orderType = "LineBuild";
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}
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yield return new Order(orderType, owner.PlayerActor, false)
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{
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TargetLocation = topLeft,
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TargetActor = queue.Actor,
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TargetString = building,
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SuppressVisualFeedback = true
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};
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}
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}
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public void Tick(World world)
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{
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if (queue.CurrentItem() == null || queue.CurrentItem().Item != building)
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world.CancelInputMode();
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if (preview == null)
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return;
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foreach (var p in preview)
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p.Tick();
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}
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bool AcceptsPlug(CPos cell, PlugInfo plug)
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{
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var host = buildingInfluence.GetBuildingAt(cell);
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if (host == null)
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return false;
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var location = host.Location;
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return host.TraitsImplementing<Pluggable>().Any(p => location + p.Info.Offset == cell && p.AcceptsPlug(host, plug.Type));
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize(buildingInfo);
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var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, buildingInfo);
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var rules = world.Map.Rules;
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var actorInfo = rules.Actors[building];
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foreach (var dec in actorInfo.TraitInfos<IPlaceBuildingDecorationInfo>())
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foreach (var r in dec.Render(wr, world, actorInfo, offset))
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yield return r;
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var cells = new Dictionary<CPos, bool>();
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var plugInfo = rules.Actors[building].TraitInfoOrDefault<PlugInfo>();
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if (plugInfo != null)
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{
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if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
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throw new InvalidOperationException("Plug requires a 1x1 sized Building");
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cells.Add(topLeft, AcceptsPlug(topLeft, plugInfo));
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}
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else if (rules.Actors[building].HasTraitInfo<LineBuildInfo>())
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{
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// Linebuild for walls.
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if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
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throw new InvalidOperationException("LineBuild requires a 1x1 sized Building");
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if (!Game.GetModifierKeys().HasModifier(Modifiers.Shift))
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foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, building, buildingInfo))
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cells.Add(t, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, t));
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else
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cells.Add(topLeft, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft));
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}
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else
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{
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if (!initialized)
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{
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var td = new TypeDictionary()
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{
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new FactionInit(faction),
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new OwnerInit(queue.Actor.Owner),
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new HideBibPreviewInit()
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};
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var init = new ActorPreviewInitializer(rules.Actors[building], wr, td);
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preview = rules.Actors[building].TraitInfos<IRenderActorPreviewInfo>()
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.SelectMany(rpi => rpi.RenderPreview(init))
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.ToArray();
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initialized = true;
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}
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var previewRenderables = preview
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.SelectMany(p => p.Render(wr, offset))
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.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey);
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foreach (var r in previewRenderables)
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yield return r;
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft);
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foreach (var t in FootprintUtils.Tiles(rules, building, buildingInfo, topLeft))
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cells.Add(t, isCloseEnough && world.IsCellBuildable(t, buildingInfo) && res.GetResource(t) == null);
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}
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var pal = wr.Palette(placeBuildingInfo.Palette);
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var topLeftPos = world.Map.CenterOfCell(topLeft);
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foreach (var c in cells)
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{
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var tile = c.Value ? buildOk : buildBlocked;
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var pos = world.Map.CenterOfCell(c.Key);
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yield return new SpriteRenderable(tile, pos, new WVec(0, 0, topLeftPos.Z - pos.Z),
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-511, pal, 1f, true);
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}
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}
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public string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { return "default"; }
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IEnumerable<Order> ClearBlockersOrders(World world, CPos topLeft)
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{
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var allTiles = FootprintUtils.Tiles(world.Map.Rules, building, buildingInfo, topLeft).ToArray();
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var neightborTiles = Util.ExpandFootprint(allTiles, true).Except(allTiles)
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.Where(world.Map.Contains).ToList();
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var blockers = allTiles.SelectMany(world.ActorMap.GetActorsAt)
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.Where(a => a.Owner == queue.Actor.Owner && a.IsIdle)
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.Select(a => new TraitPair<Mobile>(a, a.TraitOrDefault<Mobile>()));
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foreach (var blocker in blockers.Where(x => x.Trait != null))
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{
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var availableCells = neightborTiles.Where(t => blocker.Trait.CanEnterCell(t)).ToList();
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if (availableCells.Count == 0)
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continue;
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yield return new Order("Move", blocker.Actor, false)
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{
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TargetLocation = blocker.Actor.ClosestCell(availableCells)
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};
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}
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}
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}
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}
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