Initial commit
This commit is contained in:
158
mod/PLibBuildings/PBuilding.Utils.cs
Normal file
158
mod/PLibBuildings/PBuilding.Utils.cs
Normal file
@@ -0,0 +1,158 @@
|
||||
/*
|
||||
* Copyright 2022 Peter Han
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
|
||||
* and associated documentation files (the "Software"), to deal in the Software without
|
||||
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all copies or
|
||||
* substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
|
||||
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using PeterHan.PLib.Core;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace PeterHan.PLib.Buildings {
|
||||
/// <summary>
|
||||
/// Utility methods for creating new buildings.
|
||||
/// </summary>
|
||||
public sealed partial class PBuilding {
|
||||
/// <summary>
|
||||
/// The default building category.
|
||||
/// </summary>
|
||||
private static readonly HashedString DEFAULT_CATEGORY = new HashedString("Base");
|
||||
|
||||
/// <summary>
|
||||
/// Makes the building always operational.
|
||||
/// </summary>
|
||||
/// <param name="go">The game object to configure.</param>
|
||||
private static void ApplyAlwaysOperational(GameObject go) {
|
||||
// Remove default components that could make a building non-operational
|
||||
if (go.TryGetComponent(out BuildingEnabledButton enabled))
|
||||
Object.DestroyImmediate(enabled);
|
||||
if (go.TryGetComponent(out Operational op))
|
||||
Object.DestroyImmediate(op);
|
||||
if (go.TryGetComponent(out LogicPorts lp))
|
||||
Object.DestroyImmediate(lp);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a logic port, in a method compatible with both the new and old Automation
|
||||
/// updates. The port will have the default strings which fit well with the
|
||||
/// LogicOperationalController.
|
||||
/// </summary>
|
||||
/// <returns>A logic port compatible with both editions.</returns>
|
||||
public static LogicPorts.Port CompatLogicPort(LogicPortSpriteType type,
|
||||
CellOffset offset) {
|
||||
return new LogicPorts.Port(LogicOperationalController.PORT_ID, offset,
|
||||
STRINGS.UI.LOGIC_PORTS.CONTROL_OPERATIONAL,
|
||||
STRINGS.UI.LOGIC_PORTS.CONTROL_OPERATIONAL_ACTIVE,
|
||||
STRINGS.UI.LOGIC_PORTS.CONTROL_OPERATIONAL_INACTIVE, false, type);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the building to the plan menu.
|
||||
/// </summary>
|
||||
public void AddPlan() {
|
||||
if (!addedPlan && Category.IsValid) {
|
||||
bool add = false;
|
||||
foreach (var menu in TUNING.BUILDINGS.PLANORDER)
|
||||
if (menu.category == Category) {
|
||||
AddPlanToCategory(menu);
|
||||
add = true;
|
||||
break;
|
||||
}
|
||||
if (!add)
|
||||
PUtil.LogWarning("Unable to find build menu: " + Category);
|
||||
addedPlan = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a building to a specific plan menu.
|
||||
/// </summary>
|
||||
/// <param name="menu">The menu to which to add the building.</param>
|
||||
private void AddPlanToCategory(PlanScreen.PlanInfo menu) {
|
||||
// Found category
|
||||
var data = menu.buildingAndSubcategoryData;
|
||||
if (data != null) {
|
||||
string addID = AddAfter;
|
||||
bool add = false;
|
||||
if (addID != null) {
|
||||
// Optionally choose the position
|
||||
int n = data.Count;
|
||||
for (int i = 0; i < n - 1 && !add; i++)
|
||||
if (data[i].Key == addID) {
|
||||
data.Insert(i + 1, new KeyValuePair<string, string>(ID,
|
||||
SubCategory));
|
||||
add = true;
|
||||
}
|
||||
}
|
||||
if (!add)
|
||||
data.Add(new KeyValuePair<string, string>(ID, SubCategory));
|
||||
} else
|
||||
PUtil.LogWarning("Build menu " + Category + " has invalid entries!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the building strings to the strings list.
|
||||
/// </summary>
|
||||
public void AddStrings() {
|
||||
if (!addedStrings) {
|
||||
string prefix = "STRINGS.BUILDINGS.PREFABS." + ID.ToUpperInvariant() + ".";
|
||||
string nameStr = prefix + "NAME";
|
||||
if (Strings.TryGet(nameStr, out StringEntry localized))
|
||||
Name = localized.String;
|
||||
else
|
||||
Strings.Add(nameStr, Name);
|
||||
// Allow null values to be defined in LocString class adds / etc
|
||||
if (Description != null)
|
||||
Strings.Add(prefix + "DESC", Description);
|
||||
if (EffectText != null)
|
||||
Strings.Add(prefix + "EFFECT", EffectText);
|
||||
addedStrings = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the building tech to the tech tree.
|
||||
/// </summary>
|
||||
public void AddTech() {
|
||||
if (!addedTech && Tech != null) {
|
||||
var technology = Db.Get().Techs?.TryGet(Tech);
|
||||
if (technology != null)
|
||||
technology.unlockedItemIDs?.Add(ID);
|
||||
addedTech = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Splits up logic input/output ports and configures the game object with them.
|
||||
/// </summary>
|
||||
/// <param name="go">The game object to configure.</param>
|
||||
private void SplitLogicPorts(GameObject go) {
|
||||
int n = LogicIO.Count;
|
||||
var inputs = new List<LogicPorts.Port>(n);
|
||||
var outputs = new List<LogicPorts.Port>(n);
|
||||
foreach (var port in LogicIO)
|
||||
if (port.spriteType == LogicPortSpriteType.Output)
|
||||
outputs.Add(port);
|
||||
else
|
||||
inputs.Add(port);
|
||||
// This works in both the old and new versions
|
||||
var ports = go.AddOrGet<LogicPorts>();
|
||||
if (inputs.Count > 0)
|
||||
ports.inputPortInfo = inputs.ToArray();
|
||||
if (outputs.Count > 0)
|
||||
ports.outputPortInfo = outputs.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user