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