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

253 lines
8.4 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.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
// Allows third party mods to detect whether an actor was created by PlaceBuilding.
public class PlaceBuildingInit : RuntimeFlagInit { }
[TraitLocation(SystemActors.Player)]
[Desc("Allows the player to execute build orders.", " Attach this to the player actor.")]
public class PlaceBuildingInfo : TraitInfo
{
[Desc("Play NewOptionsNotification this many ticks after building placement.")]
public readonly int NewOptionsNotificationDelay = 10;
[NotificationReference("Speech")]
[Desc("Speech notification to play after building placement if new construction options are available.")]
public readonly string NewOptionsNotification = null;
[FluentReference(optional: true)]
[Desc("Text notification to display after building placement if new construction options are available.")]
public readonly string NewOptionsTextNotification = null;
[NotificationReference("Speech")]
[Desc("Speech notification to play if building placement is not possible.")]
public readonly string CannotPlaceNotification = null;
[FluentReference(optional: true)]
[Desc("Text notification to display if building placement is not possible.")]
public readonly string CannotPlaceTextNotification = null;
[Desc("Hotkey to toggle between PlaceBuildingVariants when placing a structure.")]
public readonly HotkeyReference ToggleVariantKey = new();
public override object Create(ActorInitializer init) { return new PlaceBuilding(this); }
}
public class PlaceBuilding : IResolveOrder, ITick
{
readonly PlaceBuildingInfo info;
bool triggerNotification;
int tick;
public PlaceBuilding(PlaceBuildingInfo info)
{
this.info = info;
}
void IResolveOrder.ResolveOrder(Actor self, Order order)
{
var os = order.OrderString;
if (os != "PlaceBuilding" &&
os != "LineBuild" &&
os != "PlacePlug")
return;
self.World.AddFrameEndTask(w =>
{
var prevItems = GetNumBuildables(self.Owner);
var targetActor = w.GetActorById(order.ExtraData);
var targetLocation = w.Map.CellContaining(order.Target.CenterPosition);
if (targetActor == null || targetActor.IsDead)
return;
var actorInfo = self.World.Map.Rules.Actors[order.TargetString];
var queue = targetActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.CanBuild(actorInfo) && q.AllQueued().Any(i => i.Done && i.Item == order.TargetString));
if (queue == null)
return;
// Find the ProductionItem associated with the building that we are trying to place
var item = queue.AllQueued().FirstOrDefault(i => i.Done && i.Item == order.TargetString);
if (item == null)
return;
// Override with the alternate actor
if (order.ExtraLocation.X > 0)
{
var variant = actorInfo.TraitInfos<PlaceBuildingVariantsInfo>()
.SelectMany(p => p.Actors)
.Skip(order.ExtraLocation.X - 1)
.FirstOrDefault();
if (variant != null)
actorInfo = self.World.Map.Rules.Actors[variant];
}
var producer = queue.MostLikelyProducer();
var faction = producer.Trait?.Faction ?? self.Owner.Faction.InternalName;
var buildingInfo = actorInfo.TraitInfo<BuildingInfo>();
var buildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo != null && buildableInfo.ForceFaction != null)
faction = buildableInfo.ForceFaction;
var replaceableTypes = actorInfo.TraitInfos<ReplacementInfo>()
.SelectMany(r => r.ReplaceableTypes)
.ToHashSet();
if (replaceableTypes.Count > 0)
foreach (var t in buildingInfo.Tiles(targetLocation))
foreach (var a in self.World.ActorMap.GetActorsAt(t))
if (a.TraitsImplementing<Replaceable>().Any(r => !r.IsTraitDisabled && r.Info.Types.Overlaps(replaceableTypes)))
self.World.Remove(a);
if (os == "LineBuild")
{
// Build the parent actor first
var placed = w.CreateActor(actorInfo.Name, new TypeDictionary
{
new LocationInit(targetLocation),
new OwnerInit(order.Player),
new FactionInit(faction),
new PlaceBuildingInit()
});
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, placed.CenterPosition);
// Build the connection segments
var segmentType = actorInfo.TraitInfo<LineBuildInfo>().SegmentType;
if (string.IsNullOrEmpty(segmentType))
segmentType = actorInfo.Name;
foreach (var t in BuildingUtils.GetLineBuildCells(w, targetLocation, actorInfo, buildingInfo, order.Player))
{
if (t.Cell == targetLocation)
continue;
var segment = self.World.Map.Rules.Actors[segmentType];
var replaceableSegments = segment.TraitInfos<ReplacementInfo>()
.SelectMany(r => r.ReplaceableTypes)
.ToHashSet();
if (replaceableSegments.Count > 0)
foreach (var a in self.World.ActorMap.GetActorsAt(t.Cell))
if (a.TraitsImplementing<Replaceable>().Any(r => !r.IsTraitDisabled && r.Info.Types.Overlaps(replaceableSegments)))
self.World.Remove(a);
w.CreateActor(segmentType, new TypeDictionary
{
new LocationInit(t.Cell),
new OwnerInit(order.Player),
new FactionInit(faction),
new LineBuildDirectionInit(t.Cell.X == targetLocation.X ? LineBuildDirection.Y : LineBuildDirection.X),
new LineBuildParentInit(new[] { t.Actor, placed }),
new PlaceBuildingInit()
});
}
}
else if (os == "PlacePlug")
{
var plugInfo = actorInfo.TraitInfoOrDefault<PlugInfo>();
if (plugInfo == null)
return;
foreach (var a in self.World.ActorMap.GetActorsAt(targetLocation))
{
var pluggables = a.TraitsImplementing<Pluggable>()
.Where(p => p.AcceptsPlug(plugInfo.Type))
.ToList();
var pluggable = pluggables.FirstOrDefault(p => a.Location + p.Info.Offset == targetLocation)
?? pluggables.FirstOrDefault();
if (pluggable == null)
return;
pluggable.EnablePlug(a, plugInfo.Type);
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, a.CenterPosition);
}
}
else
{
if (!self.World.CanPlaceBuilding(targetLocation, actorInfo, buildingInfo, null)
|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, actorInfo, targetLocation))
return;
var building = w.CreateActor(actorInfo.Name, new TypeDictionary
{
new LocationInit(targetLocation),
new OwnerInit(order.Player),
new FactionInit(faction),
new PlaceBuildingInit()
});
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(SoundType.World, order.Player, s, building.CenterPosition);
}
if (producer.Actor != null)
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
queue.EndProduction(item);
// FindBaseProvider may return null if the build anywhere cheat is active
// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
if (buildingInfo.RequiresBaseProvider)
buildingInfo.FindBaseProvider(w, self.Owner, targetLocation)?.BeginCooldown();
if (GetNumBuildables(self.Owner) > prevItems)
triggerNotification = true;
});
}
void ITick.Tick(Actor self)
{
if (!triggerNotification)
return;
if (tick++ >= info.NewOptionsNotificationDelay)
PlayNotification(self);
}
void PlayNotification(Actor self)
{
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.NewOptionsNotification, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, info.NewOptionsTextNotification);
triggerNotification = false;
tick = 0;
}
static int GetNumBuildables(Player p)
{
// This only matters for local players.
if (p != p.World.LocalPlayer)
return 0;
return p.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p)
.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
}
}
}