Files
OpenRA/OpenRA.Mods.Common/Traits/Player/PlaceBuilding.cs
2016-02-21 16:27:31 +00:00

162 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows the player to execute build orders.", " Attach this to the player actor.")]
public class PlaceBuildingInfo : ITraitInfo
{
[Desc("Palette to use for rendering the placement sprite.")]
[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
[Desc("Play NewOptionsNotification this many ticks after building placement.")]
public readonly int NewOptionsNotificationDelay = 10;
[Desc("Notification to play after building placement if new construction options are available.")]
public readonly string NewOptionsNotification = "NewOptions";
public object Create(ActorInitializer init) { return new PlaceBuilding(this); }
}
public class PlaceBuilding : IResolveOrder
{
readonly PlaceBuildingInfo info;
public PlaceBuilding(PlaceBuildingInfo info)
{
this.info = info;
}
public void 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);
if (order.TargetActor.IsDead)
return;
var unit = self.World.Map.Rules.Actors[order.TargetString];
var queue = order.TargetActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.CanBuild(unit) && q.CurrentItem() != null && q.CurrentItem().Item == order.TargetString && q.CurrentItem().RemainingTime == 0);
if (queue == null)
return;
var producer = queue.MostLikelyProducer();
var faction = producer.Trait != null ? producer.Trait.Faction : self.Owner.Faction.InternalName;
var buildingInfo = unit.TraitInfo<BuildingInfo>();
var buildableInfo = unit.TraitInfoOrDefault<BuildableInfo>();
if (buildableInfo != null && buildableInfo.ForceFaction != null)
faction = buildableInfo.ForceFaction;
if (os == "LineBuild")
{
var playSounds = true;
foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
{
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit(t),
new OwnerInit(order.Player),
new FactionInit(faction)
});
if (playSounds)
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
playSounds = false;
}
}
else if (os == "PlacePlug")
{
var host = self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(order.TargetLocation);
if (host == null)
return;
var plugInfo = unit.TraitInfoOrDefault<PlugInfo>();
if (plugInfo == null)
return;
var location = host.Location;
var pluggable = host.TraitsImplementing<Pluggable>()
.FirstOrDefault(p => location + p.Info.Offset == order.TargetLocation && p.AcceptsPlug(host, plugInfo.Type));
if (pluggable == null)
return;
pluggable.EnablePlug(host, plugInfo.Type);
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(order.Player, s, host.CenterPosition);
}
else
{
if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null)
|| !buildingInfo.IsCloseEnoughToBase(self.World, order.Player, order.TargetString, order.TargetLocation))
return;
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit(order.TargetLocation),
new OwnerInit(order.Player),
new FactionInit(faction),
});
foreach (var s in buildingInfo.BuildSounds)
Game.Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
}
if (producer.Actor != null)
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
queue.FinishProduction();
if (buildingInfo.RequiresBaseProvider)
{
// May be null if the build anywhere cheat is active
// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
var provider = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
if (provider != null)
provider.Trait<BaseProvider>().BeginCooldown();
}
if (GetNumBuildables(self.Owner) > prevItems)
w.Add(new DelayedAction(info.NewOptionsNotificationDelay,
() => Game.Sound.PlayNotification(self.World.Map.Rules, order.Player, "Speech", info.NewOptionsNotification, order.Player.Faction.InternalName)));
});
}
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();
}
}
}