Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,34 +1,34 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ActorGroupProxyInfo : TraitInfo<ActorGroupProxy> { }
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class ActorGroupProxy : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "CreateGroup")
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{
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/* create a group */
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var actors = order.TargetString.Split(',')
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.Select(id => uint.Parse(id))
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.Select(id => self.World.Actors.FirstOrDefault(a => a.ActorID == id))
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.Where(a => a != null);
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new Group(actors);
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}
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ActorGroupProxyInfo : TraitInfo<ActorGroupProxy> { }
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class ActorGroupProxy : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "CreateGroup")
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{
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/* create a group */
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var actors = order.TargetString.Split(',')
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.Select(id => uint.Parse(id))
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.Select(id => self.World.Actors.FirstOrDefault(a => a.ActorID == id))
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.Where(a => a != null);
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new Group(actors);
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}
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}
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}
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}
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@@ -1,16 +1,16 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2011 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
|
||||
* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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* 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.Linq;
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using OpenRA.Mods.RA.Buildings;
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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@@ -18,8 +18,8 @@ namespace OpenRA.Mods.RA
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public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>, ITraitPrerequisite<PlayerResourcesInfo>
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{
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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}
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}
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public class ClassicProductionQueue : ProductionQueue, ISync
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{
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public ClassicProductionQueue( Actor self, ClassicProductionQueueInfo info )
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@@ -1,117 +1,117 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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
|
||||
* as published by the Free Software Foundation. For more information,
|
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
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{
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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// Find the queue with the target actor
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var queue = w.Queries.WithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == self.Owner &&
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p.Trait.CurrentItem() != null &&
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p.Trait.CurrentItem().Item == order.TargetString &&
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p.Trait.CurrentItem().RemainingTime == 0)
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.Select(p => p.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var unit = Rules.Info[order.TargetString];
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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if (order.OrderString == "LineBuild")
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{
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bool playSounds = true;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( t ),
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new OwnerInit( order.Player ),
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});
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if (playSounds)
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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playSounds = false;
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}
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null))
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{
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return;
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}
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( order.TargetLocation ),
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new OwnerInit( order.Player ),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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}
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PlayBuildAnim( self, unit );
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queue.FinishProduction();
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayToPlayer(order.Player,
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w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
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});
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
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.ToList();
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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.FirstOrDefault();
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if( producer.Actor != null )
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producer.Actor.TraitsImplementing<RenderSimple>().First().PlayCustomAnim( producer.Actor, "build" );
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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return p.World.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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#region Copyright & License Information
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||||
/*
|
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* Copyright 2007-2011 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 COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
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{
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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// Find the queue with the target actor
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var queue = w.Queries.WithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == self.Owner &&
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p.Trait.CurrentItem() != null &&
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p.Trait.CurrentItem().Item == order.TargetString &&
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p.Trait.CurrentItem().RemainingTime == 0)
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.Select(p => p.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var unit = Rules.Info[order.TargetString];
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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if (order.OrderString == "LineBuild")
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{
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bool playSounds = true;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( t ),
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new OwnerInit( order.Player ),
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});
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if (playSounds)
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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playSounds = false;
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}
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null))
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{
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return;
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}
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( order.TargetLocation ),
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new OwnerInit( order.Player ),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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}
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PlayBuildAnim( self, unit );
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queue.FinishProduction();
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayToPlayer(order.Player,
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w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
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});
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
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.ToList();
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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.FirstOrDefault();
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if( producer.Actor != null )
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producer.Actor.TraitsImplementing<RenderSimple>().First().PlayCustomAnim( producer.Actor, "build" );
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
|
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|
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return p.World.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
|
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}
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}
|
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|
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@@ -1,349 +1,349 @@
|
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#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;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.Traits;
|
||||
|
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namespace OpenRA.Mods.RA
|
||||
{
|
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public class ProductionQueueInfo : ITraitInfo
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{
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public readonly string Type = null;
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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public readonly string ReadyAudio = "unitrdy1.aud";
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public readonly string BlockedAudio = "nobuild1.aud";
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public readonly string QueuedAudio = "train1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
|
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public readonly string CancelledAudio = "cancld1.aud";
|
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
|
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}
|
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public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, ISync
|
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{
|
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public readonly Actor self;
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public ProductionQueueInfo Info;
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PowerManager PlayerPower;
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PlayerResources PlayerResources;
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|
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// A list of things we are currently building
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public List<ProductionItem> Queue = new List<ProductionItem>();
|
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[Sync]
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public int QueueLength { get { return Queue.Count; } }
|
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[Sync]
|
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public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
|
||||
[Sync]
|
||||
public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
|
||||
[Sync]
|
||||
public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
|
||||
[Sync]
|
||||
public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
|
||||
[Sync]
|
||||
public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
|
||||
|
||||
// A list of things we could possibly build, even if our race doesn't normally get it
|
||||
public Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
|
||||
|
||||
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
|
||||
{
|
||||
this.self = self;
|
||||
this.Info = info;
|
||||
PlayerResources = playerActor.Trait<PlayerResources>();
|
||||
PlayerPower = playerActor.Trait<PowerManager>();
|
||||
|
||||
var ttc = playerActor.Trait<TechTree>();
|
||||
|
||||
foreach (var a in AllBuildables(Info.Type))
|
||||
{
|
||||
var bi = a.Traits.Get<BuildableInfo>();
|
||||
// Can our race build this by satisfying normal prereqs?
|
||||
var buildable = bi.Owner.Contains(self.Owner.Country.Race);
|
||||
Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
|
||||
if (buildable)
|
||||
ttc.Add( a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this );
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
||||
{
|
||||
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
|
||||
PlayerResources = newOwner.PlayerActor.Trait<PlayerResources>();
|
||||
Queue.Clear();
|
||||
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Produceable[type].Buildable = buildable;
|
||||
Produceable[type].Sticky = true;
|
||||
}
|
||||
|
||||
public void PrerequisitesAvailable(string key)
|
||||
{
|
||||
var ps = Produceable[ Rules.Info[key] ];
|
||||
if (!ps.Sticky)
|
||||
ps.Buildable = true;
|
||||
}
|
||||
|
||||
public void PrerequisitesUnavailable(string key)
|
||||
{
|
||||
var ps = Produceable[ Rules.Info[key] ];
|
||||
if (!ps.Sticky)
|
||||
ps.Buildable = false;
|
||||
}
|
||||
|
||||
public ProductionItem CurrentItem()
|
||||
{
|
||||
return Queue.ElementAtOrDefault(0);
|
||||
}
|
||||
|
||||
public IEnumerable<ProductionItem> AllQueued()
|
||||
{
|
||||
return Queue;
|
||||
}
|
||||
|
||||
public virtual IEnumerable<ActorInfo> AllItems()
|
||||
{
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
|
||||
return Produceable.Select(a => a.Key);
|
||||
|
||||
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
|
||||
}
|
||||
|
||||
public virtual IEnumerable<ActorInfo> BuildableItems()
|
||||
{
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
|
||||
return Produceable.Select(a => a.Key);
|
||||
|
||||
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
|
||||
}
|
||||
|
||||
public bool CanBuild(ActorInfo actor)
|
||||
{
|
||||
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
|
||||
}
|
||||
|
||||
public virtual void Tick( Actor self )
|
||||
{
|
||||
while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
|
||||
{
|
||||
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
|
||||
FinishProduction();
|
||||
}
|
||||
if( Queue.Count > 0 )
|
||||
Queue[ 0 ].Tick( PlayerResources, PlayerPower );
|
||||
}
|
||||
|
||||
public void ResolveOrder( Actor self, Order order )
|
||||
{
|
||||
switch( order.OrderString )
|
||||
{
|
||||
case "StartProduction":
|
||||
{
|
||||
var unit = Rules.Info[order.TargetString];
|
||||
var bi = unit.Traits.Get<BuildableInfo>();
|
||||
if (bi.Queue != Info.Type)
|
||||
return; /* Not built by this queue */
|
||||
|
||||
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
|
||||
var time = GetBuildTime(order.TargetString);
|
||||
|
||||
if (!BuildableItems().Any(b => b.Name == order.TargetString))
|
||||
return; /* you can't build that!! */
|
||||
|
||||
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
|
||||
{
|
||||
bool hasPlayedSound = false;
|
||||
BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
|
||||
() => self.World.AddFrameEndTask(
|
||||
_ =>
|
||||
{
|
||||
var isBuilding = unit.Traits.Contains<BuildingInfo>();
|
||||
|
||||
if (isBuilding && !hasPlayedSound)
|
||||
{
|
||||
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
|
||||
hasPlayedSound = true;
|
||||
}
|
||||
else if (!isBuilding)
|
||||
{
|
||||
if (BuildUnit(order.TargetString))
|
||||
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
|
||||
else if (!hasPlayedSound && time > 0)
|
||||
{
|
||||
Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
|
||||
hasPlayedSound = true;
|
||||
}
|
||||
}
|
||||
})));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "PauseProduction":
|
||||
{
|
||||
if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
|
||||
Queue[0].Paused = ( order.TargetLocation.X != 0 );
|
||||
break;
|
||||
}
|
||||
case "CancelProduction":
|
||||
{
|
||||
CancelProduction(order.TargetString,order.TargetLocation.X);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetBuildTime(String unitString)
|
||||
{
|
||||
var unit = Rules.Info[unitString];
|
||||
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
|
||||
return 0;
|
||||
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
|
||||
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
|
||||
var time = cost
|
||||
* Info.BuildSpeed
|
||||
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
|
||||
/ 1000;
|
||||
return (int) time;
|
||||
}
|
||||
|
||||
protected void CancelProduction(string itemName, int numberToCancel)
|
||||
{
|
||||
for (var i = 0; i < numberToCancel; i++)
|
||||
CancelProductionInner(itemName);
|
||||
}
|
||||
|
||||
void CancelProductionInner(string itemName)
|
||||
{
|
||||
var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
|
||||
|
||||
if (lastIndex > 0)
|
||||
Queue.RemoveAt(lastIndex);
|
||||
else if (lastIndex == 0)
|
||||
{
|
||||
var item = Queue[0];
|
||||
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(
|
||||
item.TotalCost - item.RemainingCost); // refund what has been paid
|
||||
FinishProduction();
|
||||
}
|
||||
}
|
||||
|
||||
public void FinishProduction()
|
||||
{
|
||||
if (Queue.Count == 0) return;
|
||||
Queue.RemoveAt(0);
|
||||
}
|
||||
|
||||
protected void BeginProduction( ProductionItem item )
|
||||
{
|
||||
Queue.Add(item);
|
||||
}
|
||||
|
||||
protected static bool IsDisabledBuilding(Actor a)
|
||||
{
|
||||
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
|
||||
}
|
||||
|
||||
// Builds a unit from the actor that holds this queue (1 queue per building)
|
||||
// Returns false if the unit can't be built
|
||||
protected virtual bool BuildUnit( string name )
|
||||
{
|
||||
// Cannot produce if i'm dead
|
||||
if (!self.IsInWorld || self.IsDead())
|
||||
{
|
||||
CancelProduction(name, 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
|
||||
if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
|
||||
{
|
||||
FinishProduction();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public class ProductionState
|
||||
{
|
||||
public bool Visible = false;
|
||||
public bool Buildable = false;
|
||||
public bool Sticky = false;
|
||||
}
|
||||
|
||||
public class ProductionItem
|
||||
{
|
||||
public readonly string Item;
|
||||
public readonly ProductionQueue Queue;
|
||||
public readonly int TotalTime;
|
||||
public readonly int TotalCost;
|
||||
public int RemainingTime { get; private set; }
|
||||
public int RemainingCost { get; private set; }
|
||||
|
||||
public bool Paused = false, Done = false;
|
||||
public Action OnComplete;
|
||||
public int slowdown = 0;
|
||||
|
||||
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
|
||||
{
|
||||
if (time <= 0) time = 1;
|
||||
Item = item;
|
||||
RemainingTime = TotalTime = time;
|
||||
RemainingCost = TotalCost = cost;
|
||||
OnComplete = onComplete;
|
||||
Queue = queue;
|
||||
|
||||
//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
|
||||
}
|
||||
|
||||
public void Tick(PlayerResources pr, PowerManager pm)
|
||||
{
|
||||
if (Done)
|
||||
{
|
||||
if (OnComplete != null) OnComplete();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Paused) return;
|
||||
|
||||
if (pm.PowerState != PowerState.Normal)
|
||||
{
|
||||
if (--slowdown <= 0)
|
||||
slowdown = Queue.Info.LowPowerSlowdown;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
var costThisFrame = RemainingCost / RemainingTime;
|
||||
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
|
||||
RemainingCost -= costThisFrame;
|
||||
RemainingTime -= 1;
|
||||
if (RemainingTime > 0) return;
|
||||
|
||||
Done = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2011 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 COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class ProductionQueueInfo : ITraitInfo
|
||||
{
|
||||
public readonly string Type = null;
|
||||
public float BuildSpeed = 0.4f;
|
||||
public readonly int LowPowerSlowdown = 3;
|
||||
|
||||
public readonly string ReadyAudio = "unitrdy1.aud";
|
||||
public readonly string BlockedAudio = "nobuild1.aud";
|
||||
public readonly string QueuedAudio = "train1.aud";
|
||||
public readonly string OnHoldAudio = "onhold1.aud";
|
||||
public readonly string CancelledAudio = "cancld1.aud";
|
||||
|
||||
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
|
||||
}
|
||||
|
||||
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, ISync
|
||||
{
|
||||
public readonly Actor self;
|
||||
public ProductionQueueInfo Info;
|
||||
PowerManager PlayerPower;
|
||||
PlayerResources PlayerResources;
|
||||
|
||||
// A list of things we are currently building
|
||||
public List<ProductionItem> Queue = new List<ProductionItem>();
|
||||
|
||||
[Sync]
|
||||
public int QueueLength { get { return Queue.Count; } }
|
||||
[Sync]
|
||||
public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
|
||||
[Sync]
|
||||
public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
|
||||
[Sync]
|
||||
public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
|
||||
[Sync]
|
||||
public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
|
||||
[Sync]
|
||||
public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
|
||||
|
||||
// A list of things we could possibly build, even if our race doesn't normally get it
|
||||
public Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
|
||||
|
||||
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
|
||||
{
|
||||
this.self = self;
|
||||
this.Info = info;
|
||||
PlayerResources = playerActor.Trait<PlayerResources>();
|
||||
PlayerPower = playerActor.Trait<PowerManager>();
|
||||
|
||||
var ttc = playerActor.Trait<TechTree>();
|
||||
|
||||
foreach (var a in AllBuildables(Info.Type))
|
||||
{
|
||||
var bi = a.Traits.Get<BuildableInfo>();
|
||||
// Can our race build this by satisfying normal prereqs?
|
||||
var buildable = bi.Owner.Contains(self.Owner.Country.Race);
|
||||
Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
|
||||
if (buildable)
|
||||
ttc.Add( a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this );
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
|
||||
{
|
||||
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
|
||||
PlayerResources = newOwner.PlayerActor.Trait<PlayerResources>();
|
||||
Queue.Clear();
|
||||
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Produceable[type].Buildable = buildable;
|
||||
Produceable[type].Sticky = true;
|
||||
}
|
||||
|
||||
public void PrerequisitesAvailable(string key)
|
||||
{
|
||||
var ps = Produceable[ Rules.Info[key] ];
|
||||
if (!ps.Sticky)
|
||||
ps.Buildable = true;
|
||||
}
|
||||
|
||||
public void PrerequisitesUnavailable(string key)
|
||||
{
|
||||
var ps = Produceable[ Rules.Info[key] ];
|
||||
if (!ps.Sticky)
|
||||
ps.Buildable = false;
|
||||
}
|
||||
|
||||
public ProductionItem CurrentItem()
|
||||
{
|
||||
return Queue.ElementAtOrDefault(0);
|
||||
}
|
||||
|
||||
public IEnumerable<ProductionItem> AllQueued()
|
||||
{
|
||||
return Queue;
|
||||
}
|
||||
|
||||
public virtual IEnumerable<ActorInfo> AllItems()
|
||||
{
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
|
||||
return Produceable.Select(a => a.Key);
|
||||
|
||||
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
|
||||
}
|
||||
|
||||
public virtual IEnumerable<ActorInfo> BuildableItems()
|
||||
{
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
|
||||
return Produceable.Select(a => a.Key);
|
||||
|
||||
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
|
||||
}
|
||||
|
||||
public bool CanBuild(ActorInfo actor)
|
||||
{
|
||||
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
|
||||
}
|
||||
|
||||
public virtual void Tick( Actor self )
|
||||
{
|
||||
while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
|
||||
{
|
||||
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
|
||||
FinishProduction();
|
||||
}
|
||||
if( Queue.Count > 0 )
|
||||
Queue[ 0 ].Tick( PlayerResources, PlayerPower );
|
||||
}
|
||||
|
||||
public void ResolveOrder( Actor self, Order order )
|
||||
{
|
||||
switch( order.OrderString )
|
||||
{
|
||||
case "StartProduction":
|
||||
{
|
||||
var unit = Rules.Info[order.TargetString];
|
||||
var bi = unit.Traits.Get<BuildableInfo>();
|
||||
if (bi.Queue != Info.Type)
|
||||
return; /* Not built by this queue */
|
||||
|
||||
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
|
||||
var time = GetBuildTime(order.TargetString);
|
||||
|
||||
if (!BuildableItems().Any(b => b.Name == order.TargetString))
|
||||
return; /* you can't build that!! */
|
||||
|
||||
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
|
||||
{
|
||||
bool hasPlayedSound = false;
|
||||
BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
|
||||
() => self.World.AddFrameEndTask(
|
||||
_ =>
|
||||
{
|
||||
var isBuilding = unit.Traits.Contains<BuildingInfo>();
|
||||
|
||||
if (isBuilding && !hasPlayedSound)
|
||||
{
|
||||
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
|
||||
hasPlayedSound = true;
|
||||
}
|
||||
else if (!isBuilding)
|
||||
{
|
||||
if (BuildUnit(order.TargetString))
|
||||
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
|
||||
else if (!hasPlayedSound && time > 0)
|
||||
{
|
||||
Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
|
||||
hasPlayedSound = true;
|
||||
}
|
||||
}
|
||||
})));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "PauseProduction":
|
||||
{
|
||||
if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
|
||||
Queue[0].Paused = ( order.TargetLocation.X != 0 );
|
||||
break;
|
||||
}
|
||||
case "CancelProduction":
|
||||
{
|
||||
CancelProduction(order.TargetString,order.TargetLocation.X);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetBuildTime(String unitString)
|
||||
{
|
||||
var unit = Rules.Info[unitString];
|
||||
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
|
||||
return 0;
|
||||
|
||||
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
|
||||
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
|
||||
var time = cost
|
||||
* Info.BuildSpeed
|
||||
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
|
||||
/ 1000;
|
||||
return (int) time;
|
||||
}
|
||||
|
||||
protected void CancelProduction(string itemName, int numberToCancel)
|
||||
{
|
||||
for (var i = 0; i < numberToCancel; i++)
|
||||
CancelProductionInner(itemName);
|
||||
}
|
||||
|
||||
void CancelProductionInner(string itemName)
|
||||
{
|
||||
var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
|
||||
|
||||
if (lastIndex > 0)
|
||||
Queue.RemoveAt(lastIndex);
|
||||
else if (lastIndex == 0)
|
||||
{
|
||||
var item = Queue[0];
|
||||
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(
|
||||
item.TotalCost - item.RemainingCost); // refund what has been paid
|
||||
FinishProduction();
|
||||
}
|
||||
}
|
||||
|
||||
public void FinishProduction()
|
||||
{
|
||||
if (Queue.Count == 0) return;
|
||||
Queue.RemoveAt(0);
|
||||
}
|
||||
|
||||
protected void BeginProduction( ProductionItem item )
|
||||
{
|
||||
Queue.Add(item);
|
||||
}
|
||||
|
||||
protected static bool IsDisabledBuilding(Actor a)
|
||||
{
|
||||
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
|
||||
}
|
||||
|
||||
// Builds a unit from the actor that holds this queue (1 queue per building)
|
||||
// Returns false if the unit can't be built
|
||||
protected virtual bool BuildUnit( string name )
|
||||
{
|
||||
// Cannot produce if i'm dead
|
||||
if (!self.IsInWorld || self.IsDead())
|
||||
{
|
||||
CancelProduction(name, 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
|
||||
if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
|
||||
{
|
||||
FinishProduction();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public class ProductionState
|
||||
{
|
||||
public bool Visible = false;
|
||||
public bool Buildable = false;
|
||||
public bool Sticky = false;
|
||||
}
|
||||
|
||||
public class ProductionItem
|
||||
{
|
||||
public readonly string Item;
|
||||
public readonly ProductionQueue Queue;
|
||||
public readonly int TotalTime;
|
||||
public readonly int TotalCost;
|
||||
public int RemainingTime { get; private set; }
|
||||
public int RemainingCost { get; private set; }
|
||||
|
||||
public bool Paused = false, Done = false;
|
||||
public Action OnComplete;
|
||||
public int slowdown = 0;
|
||||
|
||||
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
|
||||
{
|
||||
if (time <= 0) time = 1;
|
||||
Item = item;
|
||||
RemainingTime = TotalTime = time;
|
||||
RemainingCost = TotalCost = cost;
|
||||
OnComplete = onComplete;
|
||||
Queue = queue;
|
||||
|
||||
//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
|
||||
}
|
||||
|
||||
public void Tick(PlayerResources pr, PowerManager pm)
|
||||
{
|
||||
if (Done)
|
||||
{
|
||||
if (OnComplete != null) OnComplete();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Paused) return;
|
||||
|
||||
if (pm.PowerState != PowerState.Normal)
|
||||
{
|
||||
if (--slowdown <= 0)
|
||||
slowdown = Queue.Info.LowPowerSlowdown;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
var costThisFrame = RemainingCost / RemainingTime;
|
||||
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
|
||||
RemainingCost -= costThisFrame;
|
||||
RemainingTime -= 1;
|
||||
if (RemainingTime > 0) return;
|
||||
|
||||
Done = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,44 +1,44 @@
|
||||
#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 OpenRA.Network;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class SurrenderOnDisconnectInfo : TraitInfo<SurrenderOnDisconnect>
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
class SurrenderOnDisconnect : ITick
|
||||
{
|
||||
private bool Disconnected = false;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (Disconnected) return;
|
||||
|
||||
var p = self.Owner;
|
||||
|
||||
if (p.WinState == WinState.Lost || p.WinState == WinState.Won) return; /* already won or lost */
|
||||
|
||||
var client = p.World.LobbyInfo.ClientWithIndex(p.ClientIndex);
|
||||
if (client == null)
|
||||
return;
|
||||
|
||||
if (client.State == Session.ClientState.Disconnected)
|
||||
{
|
||||
Disconnected = true; /* dont call this multiple times! */
|
||||
self.World.players.Do(pl => pl.Value.PlayerActor.TraitsImplementing<IResolveOrder>().Do(t => t.ResolveOrder(pl.Value.PlayerActor, new Order("Surrender", self, false))));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2011 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 COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Network;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class SurrenderOnDisconnectInfo : TraitInfo<SurrenderOnDisconnect>
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
class SurrenderOnDisconnect : ITick
|
||||
{
|
||||
private bool Disconnected = false;
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (Disconnected) return;
|
||||
|
||||
var p = self.Owner;
|
||||
|
||||
if (p.WinState == WinState.Lost || p.WinState == WinState.Won) return; /* already won or lost */
|
||||
|
||||
var client = p.World.LobbyInfo.ClientWithIndex(p.ClientIndex);
|
||||
if (client == null)
|
||||
return;
|
||||
|
||||
if (client.State == Session.ClientState.Disconnected)
|
||||
{
|
||||
Disconnected = true; /* dont call this multiple times! */
|
||||
self.World.players.Do(pl => pl.Value.PlayerActor.TraitsImplementing<IResolveOrder>().Do(t => t.ResolveOrder(pl.Value.PlayerActor, new Order("Surrender", self, false))));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user