Sanitize ProductionQueue and fix bugs in TechTreeCache.
Gives perf win on every tick, and fixes bugs where you lose prereqs when buildings are low power.
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@@ -20,7 +20,7 @@ namespace OpenRA.Traits
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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 object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
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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
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@@ -35,18 +35,12 @@ namespace OpenRA.Traits
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// A list of things we could possibly build, even if our race doesn't normally get it
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Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
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public ProductionQueue( Actor self, ProductionQueueInfo info )
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public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
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{
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this.self = self;
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this.Info = info;
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}
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// Trait initialization bites us when queue lives on PlayerActor; delay init until first tick
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bool initialized = false;
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void Initialize()
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{
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initialized = true;
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var ttc = self.Owner.PlayerActor.Trait<TechTreeCache>();
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var ttc = playerActor.Trait<TechTreeCache>();
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foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
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{
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var bi = a.Traits.Get<BuildableInfo>();
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@@ -88,23 +82,16 @@ namespace OpenRA.Traits
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return Queue;
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}
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ActorInfo[] None = new ActorInfo[]{};
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public IEnumerable<ActorInfo> AllItems()
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{
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if (!QueueActive)
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return None;
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public virtual IEnumerable<ActorInfo> AllItems()
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{
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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}
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public IEnumerable<ActorInfo> BuildableItems()
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public virtual IEnumerable<ActorInfo> BuildableItems()
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{
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if (!QueueActive)
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return None;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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@@ -117,17 +104,8 @@ namespace OpenRA.Traits
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return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
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}
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[Sync] bool QueueActive = true;
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public void Tick( Actor self )
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{
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if (!initialized)
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Initialize();
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if (self == self.Owner.PlayerActor)
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QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.Any();
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public virtual void Tick( Actor self )
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{
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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@@ -204,7 +182,7 @@ namespace OpenRA.Traits
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return (int) time;
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}
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void CancelProduction( string itemName )
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protected void CancelProduction( string itemName )
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{
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if (Queue.Count == 0)
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return; // Nothing to do here
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@@ -226,52 +204,23 @@ namespace OpenRA.Traits
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Queue.RemoveAt(0);
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}
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void BeginProduction( ProductionItem item )
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protected void BeginProduction( ProductionItem item )
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{
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Queue.Add(item);
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}
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static bool IsDisabledBuilding(Actor a)
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protected static bool IsDisabledBuilding(Actor a)
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{
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var building = a.TraitOrDefault<Building>();
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return building != null && building.Disabled;
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}
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void BuildUnit( string name )
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protected virtual void BuildUnit( string name )
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{
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if (self == self.Owner.PlayerActor)
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{
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// original ra behavior; queue lives on PlayerActor, need to find a production structure
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
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.ToArray();
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if (producers.Length == 0)
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{
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CancelProduction(name);
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return;
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}
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foreach (var p in producers)
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{
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if (IsDisabledBuilding(p.Actor)) continue;
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if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
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{
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FinishProduction();
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break;
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}
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}
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}
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else
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{
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// queue lives on actor; is produced at same actor
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var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
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if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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FinishProduction();
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}
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// queue lives on actor; is produced at same actor
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var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
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if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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FinishProduction();
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}
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}
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