Per-player unit production. Also, fixed an interesting bug in Sequence.
This commit is contained in:
@@ -1,3 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace OpenRa.Game
|
||||
{
|
||||
@@ -19,5 +21,87 @@ namespace OpenRa.Game
|
||||
{
|
||||
return 0.5f; /* todo: work this out the same way as RA */
|
||||
}
|
||||
|
||||
public void GiveCash( int num )
|
||||
{
|
||||
// TODO: increase cash
|
||||
}
|
||||
|
||||
public bool TakeCash( int num )
|
||||
{
|
||||
// TODO: decrease cash.
|
||||
// returns: if enough cash was available, true
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
foreach( var p in production )
|
||||
{
|
||||
if( p.Value != null )
|
||||
p.Value.Tick( this );
|
||||
}
|
||||
}
|
||||
|
||||
// Key: Production category. Categories are: building, infantry, vehicle, boat, plane (and one per super, if they're done in here)
|
||||
readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
|
||||
|
||||
public void ProductionInit( string category )
|
||||
{
|
||||
production.Add( category, null );
|
||||
}
|
||||
|
||||
public ProductionItem Producing( string category )
|
||||
{
|
||||
return production[ category ];
|
||||
}
|
||||
|
||||
public void CancelProduction( string category )
|
||||
{
|
||||
var item = production[ category ];
|
||||
if( item == null ) return;
|
||||
GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
|
||||
production[ category ] = null;
|
||||
}
|
||||
|
||||
public void BeginProduction( string group, ProductionItem item )
|
||||
{
|
||||
if( production[ group ] != null ) return;
|
||||
production[ group ] = item;
|
||||
}
|
||||
}
|
||||
|
||||
class ProductionItem
|
||||
{
|
||||
public readonly string Item;
|
||||
|
||||
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 ProductionItem( string item, int time, int cost )
|
||||
{
|
||||
Item = item;
|
||||
RemainingTime = TotalTime = time;
|
||||
RemainingCost = TotalCost = cost;
|
||||
}
|
||||
|
||||
public void Tick( Player player )
|
||||
{
|
||||
if( Paused || Done ) return;
|
||||
|
||||
var costThisFrame = RemainingCost / RemainingTime;
|
||||
if( costThisFrame == 0 && !player.TakeCash( costThisFrame ) ) return;
|
||||
|
||||
RemainingCost -= costThisFrame;
|
||||
RemainingTime -= 1;
|
||||
if( RemainingTime > 0 ) return;
|
||||
|
||||
// item finished; do whatever needs done.
|
||||
Done = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user