working towards real queues
This commit is contained in:
@@ -144,7 +144,7 @@ namespace OpenRa.Game
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continue;
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continue;
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}
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}
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var producing = queue.Producing(groupName);
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var producing = queue.CurrentItem(groupName);
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var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
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var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
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@@ -173,10 +173,8 @@ namespace OpenRa.Game
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void CheckDeadTab( string groupName )
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void CheckDeadTab( string groupName )
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{
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{
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var item = queue.Producing( groupName );
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foreach( var item in queue.AllItems( groupName ) )
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if (item != null)
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Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
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for( var n = 0; n <= item.Repeats; n++ )
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Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
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}
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}
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void ChooseAvailableTab()
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void ChooseAvailableTab()
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@@ -227,7 +225,7 @@ namespace OpenRa.Game
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return () =>
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return () =>
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{
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{
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.Producing( group );
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var producing = queue.CurrentItem( group );
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if (producing == null) return 0;
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if (producing == null) return 0;
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return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
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return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
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};
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};
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@@ -252,7 +250,7 @@ namespace OpenRa.Game
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.OrderBy(a => Rules.UnitInfo[a].TechLevel);
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.OrderBy(a => Rules.UnitInfo[a].TechLevel);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var currentItem = queue.Producing( queueName );
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var currentItem = queue.CurrentItem( queueName );
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var overlayBits = new List<Pair<Sprite, float2>>();
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var overlayBits = new List<Pair<Sprite, float2>>();
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@@ -273,14 +271,14 @@ namespace OpenRa.Game
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if (!buildableItems.Contains(item) || isBuildingSomethingElse)
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if (!buildableItems.Contains(item) || isBuildingSomethingElse)
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
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if (isBuildingThis)
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if (isBuildingThis)
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{
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{
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clockAnimations[queueName].Tick();
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clockAnimations[queueName].Tick();
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buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image,
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buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image,
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drawPos, PaletteType.Chrome);
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drawPos, PaletteType.Chrome);
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var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
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if (currentItem.Done)
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if (currentItem.Done)
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{
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{
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ready.Play("ready");
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ready.Play("ready");
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@@ -291,18 +289,19 @@ namespace OpenRa.Game
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ready.Play("hold");
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ready.Play("hold");
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overlayBits.Add(Pair.New(ready.Image, overlayPos));
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overlayBits.Add(Pair.New(ready.Image, overlayPos));
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}
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}
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}
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if (currentItem.Repeats > 0)
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var repeats = queue.AllItems(queueName).Count(a => a.Item == item);
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if (repeats > 1 || isBuildingThis)
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{
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var offset = -20;
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var digits = repeats.ToString();
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foreach (var d in digits)
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{
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{
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var offset = -20;
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ready.PlayFetchIndex("groups", () => d - '0');
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var digits = (currentItem.Repeats + 1).ToString();
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ready.Tick();
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foreach (var d in digits)
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overlayBits.Add(Pair.New(ready.Image, overlayPos + new float2(offset, 0)));
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{
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offset += 6;
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ready.PlayFetchIndex("groups", () => d - '0');
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ready.Tick();
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overlayBits.Add(Pair.New(ready.Image, overlayPos + new float2(offset, 0)));
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offset += 6;
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}
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}
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}
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}
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}
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@@ -350,7 +349,7 @@ namespace OpenRa.Game
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var player = Game.LocalPlayer;
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var player = Game.LocalPlayer;
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var group = Rules.UnitCategory[item];
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var group = Rules.UnitCategory[item];
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.Producing( group );
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var producing = queue.CurrentItem( group );
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Sound.Play("ramenu1.aud");
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Sound.Play("ramenu1.aud");
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@@ -40,7 +40,7 @@ namespace OpenRa.Game
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public void Tick()
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public void Tick()
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{
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{
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var producing = Producer.traits.Get<Traits.ProductionQueue>().Producing( Rules.UnitCategory[ Building.Name ] );
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var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building.Name ] );
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if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
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if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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}
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}
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@@ -11,8 +11,6 @@ namespace OpenRa.Game
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public int RemainingTime { get; private set; }
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public int RemainingTime { get; private set; }
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public int RemainingCost { get; private set; }
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public int RemainingCost { get; private set; }
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public int Repeats;
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public bool Paused = false, Done = false;
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public bool Paused = false, Done = false;
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public Action OnComplete;
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public Action OnComplete;
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@@ -26,14 +24,6 @@ namespace OpenRa.Game
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OnComplete = onComplete;
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OnComplete = onComplete;
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}
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}
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public void DoRepeat()
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{
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RemainingTime = TotalTime;
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RemainingCost = TotalCost;
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Done = false;
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--Repeats;
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}
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public void Tick(Player player)
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public void Tick(Player player)
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{
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{
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if (Done)
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if (Done)
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@@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using IjwFramework.Collections;
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namespace OpenRa.Game.Traits
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namespace OpenRa.Game.Traits
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{
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{
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@@ -12,15 +13,13 @@ namespace OpenRa.Game.Traits
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public ProductionQueue( Actor self )
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public ProductionQueue( Actor self )
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{
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{
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this.self = self;
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this.self = self;
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foreach( var cat in Rules.Categories.Keys )
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ProductionInit( cat );
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}
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}
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public void Tick( Actor self )
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public void Tick( Actor self )
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{
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{
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foreach( var p in production )
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foreach( var p in production )
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if( p.Value != null )
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if( p.Value.Count > 0 )
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p.Value.Tick( self.Owner );
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(p.Value)[0].Tick( self.Owner );
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}
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}
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public Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor )
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public Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor )
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@@ -67,14 +66,14 @@ namespace OpenRa.Game.Traits
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}
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}
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case "PauseProduction":
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case "PauseProduction":
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{
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{
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var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
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var producing = CurrentItem( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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break;
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}
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}
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case "CancelProduction":
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case "CancelProduction":
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{
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{
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var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
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var producing = CurrentItem( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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if( producing != null && producing.Item == order.TargetString )
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CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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break;
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@@ -82,27 +81,33 @@ namespace OpenRa.Game.Traits
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}
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}
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}
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}
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// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
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// Key: Production category.
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readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
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readonly Cache<string, List<ProductionItem>> production
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= new Cache<string, List<ProductionItem>>( _ => new List<ProductionItem>() );
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void ProductionInit( string category )
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public ProductionItem CurrentItem(string category)
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{
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{
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production.Add( category, null );
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return production[category].ElementAtOrDefault(0);
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}
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}
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public ProductionItem Producing( string category )
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public IEnumerable<ProductionItem> AllItems(string category)
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{
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{
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return production[ category ];
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return production[category];
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}
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}
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public void CancelProduction( string category )
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public void CancelProduction( string category )
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{
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{
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var item = production[ category ];
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var queue = production[ category ];
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if( item == null ) return;
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if (queue.Count == 0) return;
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if (item.Repeats > 0)
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--item.Repeats;
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var lastIndex = queue.FindLastIndex( a => a.Item == queue[0].Item );
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if (lastIndex > 0)
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{
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queue.RemoveAt(lastIndex);
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}
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else
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else
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{
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{
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var item = queue[0];
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self.Owner.GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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self.Owner.GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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FinishProduction(category);
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FinishProduction(category);
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}
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}
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@@ -110,23 +115,14 @@ namespace OpenRa.Game.Traits
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public void FinishProduction( string category )
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public void FinishProduction( string category )
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{
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{
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var item = production[category];
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var queue = production[category];
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if (item == null) return;
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if (queue.Count == 0) return;
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if (item.Repeats > 0)
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queue.RemoveAt(0);
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item.DoRepeat();
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else
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production[category] = null;
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}
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}
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public void BeginProduction( string group, ProductionItem item )
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public void BeginProduction( string group, ProductionItem item )
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{
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{
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if (production[group] != null)
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production[group].Add(item);
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{
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if (production[group].Item == item.Item)
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++production[group].Repeats;
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return;
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}
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production[ group ] = item;
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}
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}
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public void BuildUnit( string name )
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public void BuildUnit( string name )
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@@ -19,7 +19,7 @@ namespace OpenRa.Game
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{
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{
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var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var producing = queue.Producing(Rules.UnitCategory[order.TargetString]);
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var producing = queue.CurrentItem(Rules.UnitCategory[order.TargetString]);
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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return;
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