- Made Array.IndexOf available via extension method. - Made ToHashSet extension method. - Change collections queried often via Contains into sets. - Avoid Count() extension if Count or Length property exist. - Made Count() > 0 checks and variations calls to Any() instead. - Don't call ToList/ToArray if there is no benefit to materializing the sequence. - If the sequence does benefit from materialization, follow this general pattern: - Collection queried often via Contains use ToHashSet to speed up lookups. - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size. - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
155 lines
4.9 KiB
C#
155 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Orders
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{
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public class PlaceBuildingOrderGenerator : IOrderGenerator
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{
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readonly Actor producer;
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readonly string building;
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readonly BuildingInfo buildingInfo;
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IActorPreview[] preview;
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Sprite buildOk, buildBlocked;
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bool initialized = false;
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public PlaceBuildingOrderGenerator(ProductionQueue queue, string name)
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{
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producer = queue.Actor;
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building = name;
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var map = producer.World.Map;
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var tileset = producer.World.TileSet.Id.ToLowerInvariant();
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buildingInfo = map.Rules.Actors[building].Traits.Get<BuildingInfo>();
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buildOk = map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
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buildBlocked = map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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var ret = InnerOrder(world, xy, mi).ToArray();
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if (ret.Length > 0)
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world.CancelInputMode();
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return ret;
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}
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IEnumerable<Order> InnerOrder(World world, CPos xy, MouseInput mi)
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{
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if (world.Paused)
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yield break;
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if (mi.Button == MouseButton.Left)
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{
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize(buildingInfo);
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if (!world.CanPlaceBuilding(building, buildingInfo, topLeft, null)
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|| !buildingInfo.IsCloseEnoughToBase(world, producer.Owner, building, topLeft))
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{
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Sound.PlayNotification(world.Map.Rules, producer.Owner, "Speech", "BuildingCannotPlaceAudio", producer.Owner.Country.Race);
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yield break;
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}
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var isLineBuild = world.Map.Rules.Actors[building].Traits.Contains<LineBuildInfo>();
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yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding", producer.Owner.PlayerActor, false)
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{
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TargetLocation = topLeft,
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TargetActor = producer,
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TargetString = building,
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SuppressVisualFeedback = true
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};
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}
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}
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public void Tick(World world)
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{
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if (preview == null)
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return;
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foreach (var p in preview)
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p.Tick();
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize(buildingInfo);
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var rules = world.Map.Rules;
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var actorInfo = rules.Actors[building];
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foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
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foreach (var r in dec.Render(wr, world, actorInfo, world.Map.CenterOfCell(xy)))
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yield return r;
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var cells = new Dictionary<CPos, bool>();
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// Linebuild for walls.
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// Requires a 1x1 footprint
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if (rules.Actors[building].Traits.Contains<LineBuildInfo>())
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{
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if (buildingInfo.Dimensions.X != 1 || buildingInfo.Dimensions.Y != 1)
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throw new InvalidOperationException("LineBuild requires a 1x1 sized Building");
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foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, building, buildingInfo))
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cells.Add(t, buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, t));
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}
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else
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{
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if (!initialized)
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{
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var init = new ActorPreviewInitializer(rules.Actors[building], producer.Owner, wr, new TypeDictionary());
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preview = rules.Actors[building].Traits.WithInterface<IRenderActorPreviewInfo>()
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.SelectMany(rpi => rpi.RenderPreview(init))
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.ToArray();
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initialized = true;
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}
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var offset = world.Map.CenterOfCell(topLeft) + FootprintUtils.CenterOffset(world, buildingInfo);
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var previewRenderables = preview
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.SelectMany(p => p.Render(wr, offset))
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.OrderBy(WorldRenderer.RenderableScreenZPositionComparisonKey);
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foreach (var r in previewRenderables)
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yield return r;
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = buildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, building, topLeft);
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foreach (var t in FootprintUtils.Tiles(rules, building, buildingInfo, topLeft))
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cells.Add(t, isCloseEnough && world.IsCellBuildable(t, buildingInfo) && res.GetResource(t) == null);
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}
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var pal = wr.Palette("terrain");
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foreach (var c in cells)
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{
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var tile = c.Value ? buildOk : buildBlocked;
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yield return new SpriteRenderable(tile, world.Map.CenterOfCell(c.Key),
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WVec.Zero, -511, pal, 1f, true);
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}
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}
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public string GetCursor(World world, CPos xy, MouseInput mi) { return "default"; }
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}
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}
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