Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/PrimaryBuilding.cs
2024-10-04 15:11:27 +03:00

135 lines
4.1 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
static class PrimaryExts
{
public static bool IsPrimaryBuilding(this Actor a)
{
var pb = a.TraitOrDefault<PrimaryBuilding>();
return pb != null && pb.IsPrimary;
}
}
[Desc("Used together with ClassicProductionQueue.")]
public class PrimaryBuildingInfo : ConditionalTraitInfo
{
[GrantedConditionReference]
[Desc("The condition to grant to self while this is the primary building.")]
public readonly string PrimaryCondition = null;
[NotificationReference("Speech")]
[Desc("Speech notification to play when selecting a primary building.")]
public readonly string SelectionNotification = null;
[FluentReference(optional: true)]
[Desc("Text notification to display when selecting a primary building.")]
public readonly string SelectionTextNotification = null;
[Desc("List of production queues for which the primary flag should be set.",
"If empty, the list given in the `Produces` property of the `" + nameof(Production) + "` trait will be used.")]
public readonly string[] ProductionQueues = Array.Empty<string>();
[CursorReference]
[Desc("Cursor to display when setting the primary building.")]
public readonly string Cursor = "deploy";
public override object Create(ActorInitializer init) { return new PrimaryBuilding(this); }
}
public class PrimaryBuilding : ConditionalTrait<PrimaryBuildingInfo>, IIssueOrder, IResolveOrder
{
const string OrderID = "PrimaryProducer";
int primaryToken = Actor.InvalidConditionToken;
public bool IsPrimary { get; private set; }
public PrimaryBuilding(PrimaryBuildingInfo info)
: base(info) { }
IEnumerable<IOrderTargeter> IIssueOrder.Orders
{
get
{
if (IsTraitDisabled)
yield break;
yield return new DeployOrderTargeter(OrderID, 1, () => Info.Cursor);
}
}
Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
{
if (order.OrderID == OrderID)
return new Order(order.OrderID, self, false);
return null;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
if (order.OrderString == OrderID)
SetPrimaryProducer(self, !IsPrimary);
if (RallyPoint.IsForceSet(order) && !IsPrimary)
SetPrimaryProducer(self, true);
}
public void SetPrimaryProducer(Actor self, bool isPrimary)
{
IsPrimary = isPrimary;
if (isPrimary)
{
// Cancel existing primaries
// TODO: THIS IS SHIT
var queues = Info.ProductionQueues.Length == 0 ? self.TraitsImplementing<Production>()
.Where(t => !t.IsTraitDisabled).SelectMany(pi => pi.Info.Produces) : Info.ProductionQueues;
foreach (var q in queues)
{
foreach (var b in self.World
.ActorsWithTrait<PrimaryBuilding>()
.Where(a =>
a.Actor != self &&
a.Actor.Owner == self.Owner &&
a.Trait.IsPrimary &&
a.Actor.TraitsImplementing<Production>().Where(p => !p.IsTraitDisabled).Any(pi => pi.Info.Produces.Contains(q))))
b.Trait.SetPrimaryProducer(b.Actor, false);
}
if (primaryToken == Actor.InvalidConditionToken)
primaryToken = self.GrantCondition(Info.PrimaryCondition);
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.SelectionNotification, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.SelectionTextNotification);
}
else if (primaryToken != Actor.InvalidConditionToken)
primaryToken = self.RevokeCondition(primaryToken);
}
protected override void TraitEnabled(Actor self) { }
protected override void TraitDisabled(Actor self)
{
if (IsPrimary)
SetPrimaryProducer(self, !IsPrimary);
}
}
}