Files
OpenRA/OpenRA.Game/Traits/Production.cs
2010-07-18 16:48:21 +12:00

139 lines
4.2 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
public class ProductionInfo : TraitInfo<Production>
{
public readonly int[] SpawnOffset = null;
public readonly int[] ProductionOffset = null;
public readonly int[] ExitOffset = null;
public readonly string[] Produces = { };
}
public class Production : IIssueOrder, IResolveOrder, ITags, IProvideCursor
{
public virtual int2? CreationLocation( Actor self, ActorInfo producee )
{
var pos = Util.CellContaining(self.CenterLocation);
var pi = self.Info.Traits.Get<ProductionInfo>();
if (pi.ProductionOffset != null)
pos += pi.ProductionOffset.AsInt2();
return pos;
}
public virtual int2? ExitLocation(Actor self, ActorInfo producee)
{
var pos = Util.CellContaining(self.CenterLocation);
var pi = self.Info.Traits.Get<ProductionInfo>();
if (pi.ExitOffset != null)
pos += pi.ExitOffset.AsInt2();
return pos;
}
public virtual int CreationFacing( Actor self, Actor newUnit )
{
return newUnit.Info.Traits.GetOrDefault<UnitInfo>().InitialFacing;
}
public virtual bool Produce( Actor self, ActorInfo producee )
{
var location = CreationLocation( self, producee );
if( location == null || self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt( location.Value ).Any() )
return false;
var newUnit = self.World.CreateActor( producee.Name, location.Value, self.Owner );
newUnit.traits.Get<Unit>().Facing = CreationFacing( self, newUnit ); ;
var pi = self.Info.Traits.Get<ProductionInfo>();
var rp = self.traits.GetOrDefault<RallyPoint>();
if (rp != null || pi.ExitOffset != null)
{
var mobile = newUnit.traits.GetOrDefault<Mobile>();
if (mobile != null)
{
if (pi.ExitOffset != null)
newUnit.QueueActivity(new Activities.Move(ExitLocation(self, producee).Value, 1));
if (rp != null)
newUnit.QueueActivity(new Activities.Move(rp.rallyPoint, 1));
}
}
if (pi != null && pi.SpawnOffset != null)
newUnit.CenterLocation = self.CenterLocation + pi.SpawnOffset.AsInt2();
foreach (var t in self.traits.WithInterface<INotifyProduction>())
t.UnitProduced(self, newUnit);
Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
return true;
}
// "primary building" crap - perhaps this should be split?
bool isPrimary = false;
public bool IsPrimary { get { return isPrimary; } }
public IEnumerable<TagType> GetTags()
{
yield return (isPrimary) ? TagType.Primary : TagType.None;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
if (mi.Button == MouseButton.Right && underCursor == self)
return new Order("Deploy", self);
return null;
}
public string CursorForOrderString(string s, Actor a, int2 location)
{
return (s == "Deploy") ? "deploy" : null;
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Deploy")
SetPrimaryProducer(self, !isPrimary);
}
public void SetPrimaryProducer(Actor self, bool state)
{
if (state == false)
{
isPrimary = false;
return;
}
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
{
foreach (var b in self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.IsPrimary
&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
{
b.Trait.SetPrimaryProducer(b.Actor, false);
}
}
isPrimary = true;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
}
}
}