Remove dead TechTree code

This commit is contained in:
Paul Chote
2010-09-17 23:36:56 +12:00
committed by Chris Forbes
parent ba09bbba8e
commit 08b25d10c1
5 changed files with 30 additions and 109 deletions

View File

@@ -18,8 +18,6 @@ namespace OpenRA
{ {
public static class Rules public static class Rules
{ {
public static TechTree TechTree;
public static Dictionary<string, ActorInfo> Info; public static Dictionary<string, ActorInfo> Info;
public static Dictionary<string, WeaponInfo> Weapons; public static Dictionary<string, WeaponInfo> Weapons;
public static Dictionary<string, VoiceInfo> Voices; public static Dictionary<string, VoiceInfo> Voices;
@@ -41,8 +39,6 @@ namespace OpenRA
var t = new TileSet(file); var t = new TileSet(file);
TileSets.Add(t.Id,t); TileSets.Add(t.Id,t);
} }
TechTree = new TechTree();
} }
static Dictionary<string, T> LoadYamlRules<T>(string[] files, List<MiniYamlNode> dict, Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> f) static Dictionary<string, T> LoadYamlRules<T>(string[] files, List<MiniYamlNode> dict, Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> f)

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@@ -1,100 +0,0 @@
#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.FileFormats;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public class TechTree
{
readonly Cache<string, List<ActorInfo>> producesIndex = new Cache<string, List<ActorInfo>>(x => new List<ActorInfo>());
public TechTree()
{
foreach( var info in Rules.Info.Values )
{
var pi = info.Traits.GetOrDefault<ProductionInfo>();
if (pi != null)
foreach( var p in pi.Produces )
producesIndex[ p ].Add( info );
}
}
public Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
if (player == null)
return ret;
foreach( var b in player.World.Queries.OwnedBy[player].Where( x=>x.Info.Traits.Contains<BuildingInfo>() ) )
{
ret[ b.Info.Name ].Add( b );
var tt = b.Info.Traits.GetOrDefault<TooltipInfo>();
if( tt != null )
foreach( var alt in tt.AlternateName )
ret[ alt ].Add( b );
}
return ret;
}
public bool CanBuild( ActorInfo info, Player player, Cache<string, List<Actor>> playerBuildings )
{
if (player == null)
return false;
var bi = info.Traits.GetOrDefault<BuildableInfo>();
if( bi == null ) return false;
if( !bi.Owner.Contains( player.Country.Race ) )
return false;
foreach( var p in bi.Prerequisites )
if( playerBuildings[ p ].Count == 0 )
return false;
if( producesIndex[ bi.Queue ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
return false;
return true;
}
public IEnumerable<string> BuildableItems( Player player, params string[] categories )
{
if (player == null)
yield break;
var playerBuildings = GatherBuildings( player );
foreach (var unit in AllBuildables(categories))
if( CanBuild( unit, player, playerBuildings ) )
yield return unit.Name;
}
public IEnumerable<ActorInfo> AllBuildables(params string[] categories)
{
return Rules.Info.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => x.Traits.Contains<BuildableInfo>() )
.Where( x => categories.Contains(x.Traits.Get<BuildableInfo>().Queue) );
}
public IEnumerable<ActorInfo> UnitBuiltAt( ActorInfo info )
{
var bi = info.Traits.Get<BuildableInfo>();
var builtAt = bi.BuiltAt;
if( builtAt.Length != 0 )
return builtAt.Select( x => Rules.Info[ x.ToLowerInvariant() ] );
else
return producesIndex[ bi.Queue ];
}
}
}

View File

@@ -41,7 +41,8 @@ namespace OpenRA.Traits
this.Info = info; this.Info = info;
var ttc = playerActor.Trait<TechTreeCache>(); var ttc = playerActor.Trait<TechTreeCache>();
foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
foreach (var a in AllBuildables(Info.Type))
{ {
var bi = a.Traits.Get<BuildableInfo>(); var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prereqs? // Can our race build this by satisfying normal prereqs?
@@ -52,6 +53,14 @@ namespace OpenRA.Traits
} }
} }
IEnumerable<ActorInfo> AllBuildables(string category)
{
return Rules.Info.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => x.Traits.Contains<BuildableInfo>() )
.Where( x => x.Traits.Get<BuildableInfo>().Queue == category );
}
public void OverrideProduction(ActorInfo type, bool buildable) public void OverrideProduction(ActorInfo type, bool buildable)
{ {
Produceable[type].Buildable = buildable; Produceable[type].Buildable = buildable;
@@ -100,8 +109,7 @@ namespace OpenRA.Traits
public bool CanBuild(ActorInfo actor) public bool CanBuild(ActorInfo actor)
{ {
var buildings = Rules.TechTree.GatherBuildings( self.Owner ); return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
} }
public virtual void Tick( Actor self ) public virtual void Tick( Actor self )

View File

@@ -39,7 +39,7 @@ namespace OpenRA.Traits
public void Update() public void Update()
{ {
var buildings = Rules.TechTree.GatherBuildings(player); var buildings = GatherBuildings(player);
foreach(var w in watchers) foreach(var w in watchers)
w.Update(buildings); w.Update(buildings);
} }
@@ -54,6 +54,23 @@ namespace OpenRA.Traits
watchers.RemoveAll(x => x.key == key); watchers.RemoveAll(x => x.key == key);
} }
public static Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
if (player == null)
return ret;
foreach( var b in player.World.Queries.OwnedBy[player].Where( x=>x.Info.Traits.Contains<BuildingInfo>() ) )
{
ret[ b.Info.Name ].Add( b );
var tt = b.Info.Traits.GetOrDefault<TooltipInfo>();
if( tt != null )
foreach( var alt in tt.AlternateName )
ret[ alt ].Add( b );
}
return ret;
}
class Watcher class Watcher
{ {
public readonly string key; public readonly string key;

View File

@@ -101,7 +101,7 @@ namespace OpenRA.Traits
return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal; return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded // Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
var buildings = Rules.TechTree.GatherBuildings(Owner); var buildings = TechTreeCache.GatherBuildings(Owner);
return effectivePrereq.All(a => buildings[a].Any(b => !b.Trait<Building>().Disabled)); return effectivePrereq.All(a => buildings[a].Any(b => !b.Trait<Building>().Disabled));
} }