114 lines
3.7 KiB
C#
114 lines
3.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Produces an actor without using the standard production queue.")]
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public class ProduceActorPowerInfo : SupportPowerInfo
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{
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Actors to produce.")]
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public readonly string[] Actors = null;
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[FieldLoader.Require]
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[Desc("Production queue type to use")]
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public readonly string Type = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification played when production is activated.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[FluentReference(optional: true)]
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[Desc("Text notification displayed when production is activated.")]
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public readonly string ReadyTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification played when the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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[FluentReference(optional: true)]
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[Desc("Text notification displayed when the exit is jammed.")]
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public readonly string BlockedTextNotification = null;
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public override object Create(ActorInitializer init) { return new ProduceActorPower(init, this); }
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}
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public class ProduceActorPower : SupportPower
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{
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readonly string faction;
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public ProduceActorPower(ActorInitializer init, ProduceActorPowerInfo info)
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: base(init.Self, info)
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{
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faction = init.GetValue<FactionInit, string>(init.Self.Owner.Faction.InternalName);
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}
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public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
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{
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self.World.IssueOrder(new Order(order, manager.Self, false));
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}
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public override void Activate(Actor self, Order order, SupportPowerManager manager)
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{
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base.Activate(self, order, manager);
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PlayLaunchSounds();
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var info = Info as ProduceActorPowerInfo;
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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&& !x.Trait.IsTraitDisabled
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&& x.Trait.Info.Produces.Contains(info.Type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID);
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// TODO: The power should not reset if the production fails.
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// Fixing this will require a larger rework of the support power code
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var activated = false;
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foreach (var p in producers)
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{
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foreach (var name in info.Actors)
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{
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var ai = self.World.Map.Rules.Actors[name];
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var inits = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new FactionInit(BuildableInfo.GetInitialFaction(ai, faction))
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};
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activated |= p.Trait.Produce(p.Actor, ai, info.Type, inits, 0);
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}
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if (activated)
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break;
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}
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if (activated)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(manager.Self.Owner, info.ReadyTextNotification);
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}
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else
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.BlockedAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(manager.Self.Owner, info.BlockedTextNotification);
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}
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}
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}
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}
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