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

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