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.
This commit is contained in:
Paul Chote
2010-09-17 22:21:49 +12:00
committed by Chris Forbes
parent 692ef539f9
commit 22861fca5a
6 changed files with 152 additions and 106 deletions

View File

@@ -227,6 +227,7 @@
<Compile Include="Traits\ActorStance.cs" />
<Compile Include="Traits\Armor.cs" />
<Compile Include="Graphics\CursorProvider.cs" />
<Compile Include="Traits\Player\PlayerProductionQueue.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -47,8 +47,6 @@ namespace OpenRA
World = world;
Shroud = new ShroudRenderer(this, world.Map);
PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
Index = index;
Palette = "player"+index;
Color = pr.Color;
@@ -64,6 +62,7 @@ namespace OpenRA
PlayerRef = pr;
RegisterPlayerColor(world, Palette);
PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
}
public Player( World world, Session.Client client, PlayerReference pr, int index )
@@ -71,8 +70,6 @@ namespace OpenRA
World = world;
Shroud = new ShroudRenderer(this, world.Map);
PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
Index = index;
Palette = "player"+index;
Color = client.Color1;
@@ -87,6 +84,7 @@ namespace OpenRA
PlayerRef = pr;
RegisterPlayerColor(world, Palette);
PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
}
public void RegisterPlayerColor(World world, string palette)

View File

@@ -0,0 +1,77 @@
#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.FileFormats;
namespace OpenRA.Traits
{
public class PlayerProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeCacheInfo>
{
public override object Create(ActorInitializer init) { return new PlayerProductionQueue(init.self, this); }
}
public class PlayerProductionQueue : ProductionQueue
{
public PlayerProductionQueue( Actor self, PlayerProductionQueueInfo info )
: base(self, self, info as ProductionQueueInfo) {}
[Sync] bool QueueActive = true;
public override void Tick( Actor self )
{
if (self == self.Owner.PlayerActor)
QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.Any();
base.Tick(self);
}
ActorInfo[] None = new ActorInfo[]{};
public override IEnumerable<ActorInfo> AllItems()
{
return QueueActive ? base.AllItems() : None;
}
public override IEnumerable<ActorInfo> BuildableItems()
{
return QueueActive ? base.BuildableItems() : None;
}
protected override void BuildUnit( string name )
{
// original ra behavior; queue lives on PlayerActor, need to find a production structure
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
if (producers.Length == 0)
{
CancelProduction(name);
return;
}
foreach (var p in producers)
{
if (IsDisabledBuilding(p.Actor)) continue;
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction();
break;
}
}
}
}
}

View File

@@ -20,7 +20,7 @@ namespace OpenRA.Traits
public readonly string Type = null;
public float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement
@@ -35,18 +35,12 @@ namespace OpenRA.Traits
// A list of things we could possibly build, even if our race doesn't normally get it
Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
public ProductionQueue( Actor self, ProductionQueueInfo info )
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
}
// Trait initialization bites us when queue lives on PlayerActor; delay init until first tick
bool initialized = false;
void Initialize()
{
initialized = true;
var ttc = self.Owner.PlayerActor.Trait<TechTreeCache>();
var ttc = playerActor.Trait<TechTreeCache>();
foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
@@ -88,23 +82,16 @@ namespace OpenRA.Traits
return Queue;
}
ActorInfo[] None = new ActorInfo[]{};
public IEnumerable<ActorInfo> AllItems()
public virtual IEnumerable<ActorInfo> AllItems()
{
if (!QueueActive)
return None;
if (Game.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 IEnumerable<ActorInfo> BuildableItems()
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (!QueueActive)
return None;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
@@ -117,17 +104,8 @@ namespace OpenRA.Traits
return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
}
[Sync] bool QueueActive = true;
public void Tick( Actor self )
public virtual void Tick( Actor self )
{
if (!initialized)
Initialize();
if (self == self.Owner.PlayerActor)
QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.Any();
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.
@@ -204,7 +182,7 @@ namespace OpenRA.Traits
return (int) time;
}
void CancelProduction( string itemName )
protected void CancelProduction( string itemName )
{
if (Queue.Count == 0)
return; // Nothing to do here
@@ -226,46 +204,18 @@ namespace OpenRA.Traits
Queue.RemoveAt(0);
}
void BeginProduction( ProductionItem item )
protected void BeginProduction( ProductionItem item )
{
Queue.Add(item);
}
static bool IsDisabledBuilding(Actor a)
protected static bool IsDisabledBuilding(Actor a)
{
var building = a.TraitOrDefault<Building>();
return building != null && building.Disabled;
}
void BuildUnit( string name )
{
if (self == self.Owner.PlayerActor)
{
// original ra behavior; queue lives on PlayerActor, need to find a production structure
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
if (producers.Length == 0)
{
CancelProduction(name);
return;
}
foreach (var p in producers)
{
if (IsDisabledBuilding(p.Actor)) continue;
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction();
break;
}
}
}
else
protected virtual void BuildUnit( string name )
{
// queue lives on actor; is produced at same actor
var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
@@ -273,7 +223,6 @@ namespace OpenRA.Traits
FinishProduction();
}
}
}
public class ProductionState
{

View File

@@ -15,10 +15,45 @@ using OpenRA.GameRules;
namespace OpenRA.Traits
{
class TechTreeCacheInfo : TraitInfo<TechTreeCache> { }
class TechTreeCache : ITick
class TechTreeCacheInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new TechTreeCache(init);}
}
class TechTreeCache
{
readonly List<Watcher> watchers = new List<Watcher>();
readonly Player player;
public TechTreeCache(ActorInitializer init)
{
player = init.self.Owner;
init.world.ActorAdded += ActorChanged;
init.world.ActorRemoved += ActorChanged;
}
public void ActorChanged(Actor a)
{
if (a.Owner == player && a.HasTrait<Building>())
Update();
}
public void Update()
{
var buildings = Rules.TechTree.GatherBuildings(player);
foreach(var w in watchers)
w.Update(buildings);
}
public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, tte ));
}
public void Remove(string key)
{
watchers.RemoveAll(x => x.key == key);
}
class Watcher
{
public readonly string key;
@@ -35,9 +70,15 @@ namespace OpenRA.Traits
this.hasPrerequisites = false;
}
public void Tick( Player owner, Cache<string, List<Actor>> buildings )
public void Update(Cache<string, List<Actor>> buildings)
{
var nowHasPrerequisites = prerequisites.All( a => buildings[ a ].Any( b => !b.Trait<Building>().Disabled ) );
var nowHasPrerequisites = true;
foreach (var p in prerequisites)
if (!buildings.Keys.Contains(p))
{
nowHasPrerequisites = false;
break;
}
if( nowHasPrerequisites && !hasPrerequisites )
watcher.PrerequisitesAvailable(key);
@@ -48,26 +89,6 @@ namespace OpenRA.Traits
hasPrerequisites = nowHasPrerequisites;
}
}
readonly List<Watcher> watchers = new List<Watcher>();
public void Tick( Actor self )
{
var buildings = Rules.TechTree.GatherBuildings( self.Owner );
foreach( var w in watchers )
w.Tick( self.Owner, buildings );
}
public void Add( string key, List<string> prerequisites, ITechTreeElement tte )
{
watchers.Add( new Watcher( key, prerequisites, tte ) );
}
public void Remove( string key )
{
watchers.RemoveAll( x => x.key == key );
}
}
interface ITechTreeElement

View File

@@ -1,26 +1,26 @@
Player:
TechTreeCache:
ProductionQueue@Building:
PlayerProductionQueue@Building:
Type: Building
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Defense:
PlayerProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Vehicle:
PlayerProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Infantry:
PlayerProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Ship:
PlayerProductionQueue@Ship:
Type: Ship
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Plane:
PlayerProductionQueue@Plane:
Type: Plane
BuildSpeed: .4
LowPowerSlowdown: 3