Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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134
OpenRA.Mods.Common/Traits/Buildings/PrimaryBuilding.cs
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134
OpenRA.Mods.Common/Traits/Buildings/PrimaryBuilding.cs
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#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.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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static class PrimaryExts
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{
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public static bool IsPrimaryBuilding(this Actor a)
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{
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var pb = a.TraitOrDefault<PrimaryBuilding>();
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return pb != null && pb.IsPrimary;
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}
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}
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[Desc("Used together with ClassicProductionQueue.")]
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public class PrimaryBuildingInfo : ConditionalTraitInfo
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{
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[GrantedConditionReference]
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[Desc("The condition to grant to self while this is the primary building.")]
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public readonly string PrimaryCondition = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification to play when selecting a primary building.")]
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public readonly string SelectionNotification = null;
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[FluentReference(optional: true)]
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[Desc("Text notification to display when selecting a primary building.")]
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public readonly string SelectionTextNotification = null;
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[Desc("List of production queues for which the primary flag should be set.",
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"If empty, the list given in the `Produces` property of the `" + nameof(Production) + "` trait will be used.")]
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public readonly ImmutableArray<string> ProductionQueues = [];
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[CursorReference]
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[Desc("Cursor to display when setting the primary building.")]
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public readonly string Cursor = "deploy";
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public override object Create(ActorInitializer init) { return new PrimaryBuilding(this); }
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}
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public class PrimaryBuilding : ConditionalTrait<PrimaryBuildingInfo>, IIssueOrder, IResolveOrder
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{
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const string OrderID = "PrimaryProducer";
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int primaryToken = Actor.InvalidConditionToken;
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public bool IsPrimary { get; private set; }
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public PrimaryBuilding(PrimaryBuildingInfo info)
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: base(info) { }
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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get
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{
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if (IsTraitDisabled)
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yield break;
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yield return new DeployOrderTargeter(OrderID, 1, () => Info.Cursor);
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}
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}
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == OrderID)
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return new Order(order.OrderID, self, false);
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return null;
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}
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == OrderID)
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SetPrimaryProducer(self, !IsPrimary);
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if (RallyPoint.IsForceSet(order) && !IsPrimary)
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SetPrimaryProducer(self, true);
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}
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public void SetPrimaryProducer(Actor self, bool isPrimary)
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{
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IsPrimary = isPrimary;
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if (isPrimary)
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{
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// Cancel existing primaries
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// TODO: THIS IS SHIT
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var queues = Info.ProductionQueues.Length == 0 ? self.TraitsImplementing<Production>()
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.Where(t => !t.IsTraitDisabled).SelectMany(pi => pi.Info.Produces) : Info.ProductionQueues;
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foreach (var q in queues)
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{
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foreach (var b in self.World
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.ActorsWithTrait<PrimaryBuilding>()
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.Where(a =>
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a.Actor != self &&
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a.Actor.Owner == self.Owner &&
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a.Trait.IsPrimary &&
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a.Actor.TraitsImplementing<Production>().Where(p => !p.IsTraitDisabled).Any(pi => pi.Info.Produces.Contains(q))))
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b.Trait.SetPrimaryProducer(b.Actor, false);
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}
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if (primaryToken == Actor.InvalidConditionToken)
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primaryToken = self.GrantCondition(Info.PrimaryCondition);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.SelectionNotification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.SelectionTextNotification);
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}
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else if (primaryToken != Actor.InvalidConditionToken)
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primaryToken = self.RevokeCondition(primaryToken);
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}
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protected override void TraitEnabled(Actor self) { }
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protected override void TraitDisabled(Actor self)
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{
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if (IsPrimary)
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SetPrimaryProducer(self, !IsPrimary);
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}
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}
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}
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