Per-player unit production. Also, fixed an interesting bug in Sequence.

This commit is contained in:
Bob
2009-10-30 04:03:37 +13:00
parent 8580ae0f78
commit 242fa717b6
6 changed files with 551 additions and 481 deletions

View File

@@ -101,31 +101,6 @@ namespace OpenRa.Game
.FirstOrDefault(a => a != null) : null;
return c ?? (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any() ? Cursor.Select : Cursor.Default);
//foreach( var o in
//var uog = orderGenerator as UnitOrderGenerator;
//if (uog != null)
// uog.selection.RemoveAll(a => a.IsDead);
//if (uog != null && uog.selection.Count > 0
// && uog.selection.Any(a => a.traits.Contains<Traits.Mobile>())
// && uog.selection.All(a => a.Owner == Game.LocalPlayer))
//{
// var umts = uog.selection.Select(a => a.traits.GetOrDefault<Mobile>())
// .Where(m => m != null)
// .Select(m => m.GetMovementType())
// .Distinct();
// if (!umts.Any(umt => Game.IsCellBuildable(dragEnd.ToInt2(), umt)))
// return Cursor.MoveBlocked;
// return Cursor.Move;
//}
//if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
// return Cursor.Select;
//return Cursor.Default;
}
}
}

View File

@@ -129,6 +129,8 @@ namespace OpenRa.Game
{
world.Update();
UnitInfluence.Tick();
foreach( var player in players.Values )
player.Tick();
viewport.DrawRegions();

View File

@@ -21,11 +21,11 @@ namespace OpenRa.Game.Graphics
start = src.Start + int.Parse(e.GetAttribute("start"));
if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
length = src.End - start;
length = src.End - start + 1;
else if (e.HasAttribute("length"))
length = int.Parse(e.GetAttribute("length"));
else if (e.HasAttribute("end"))
length = int.Parse(e.GetAttribute("end")) - start;
length = int.Parse(e.GetAttribute("end")) - int.Parse(e.GetAttribute("start"));
else
length = 1;
}

View File

@@ -43,7 +43,7 @@ namespace OpenRa.Game
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((uint)Player.Palette | 0x80000000u);
w.Write((byte)0xFF); //
w.Write((byte)0xFF);
w.Write(OrderString);
w.Write(Subject == null ? 0xFFFFFFFF : Subject.ActorID);
w.Write(TargetActor == null ? 0xFFFFFFFF : TargetActor.ActorID);

View File

@@ -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;
}
}
}

View File

@@ -29,7 +29,6 @@ namespace OpenRa.Game
Dictionary<string, string> itemGroups = new Dictionary<string,string>(); //item->group
Dictionary<string, Animation> clockAnimations = new Dictionary<string,Animation>(); //group->clockAnimation
Dictionary<string, SidebarItem> selectedItems = new Dictionary<string,SidebarItem>(); //group->selectedItem
List<SidebarItem> items = new List<SidebarItem>();
@@ -48,16 +47,27 @@ namespace OpenRa.Game
LoadSprites( "ShipTypes", "boat" );
LoadSprites( "PlaneTypes", "plane" );
foreach (string s in groups)
foreach (string group in groups)
{
clockAnimations.Add(s, new Animation("clock"));
clockAnimations[s].PlayRepeating("idle");
selectedItems.Add(s, null);
Game.LocalPlayer.ProductionInit( group );
clockAnimations.Add( group, new Animation( "clock" ) );
clockAnimations[ group ].PlayFetchIndex( "idle", ClockAnimFrame( group ) );
}
blank = SheetBuilder.Add(new Size((int)spriteWidth, (int)spriteHeight), 16);
}
const int NumClockFrames = 54;
Func<int> ClockAnimFrame( string group )
{
return () =>
{
var producing = Game.LocalPlayer.Producing( group );
if( producing == null ) return 0;
return ( producing.TotalTime - producing.RemainingTime ) * NumClockFrames / producing.TotalTime;
};
}
public void Build(SidebarItem item)
{
if (item == null) return;
@@ -115,28 +125,27 @@ namespace OpenRa.Game
unitPos += spriteHeight;
}
foreach (string g in groups) selectedItems[g] = null;
foreach( string g in groups ) Game.LocalPlayer.CancelProduction( g );
}
void Paint()
{
foreach (SidebarItem i in items)
i.Paint(spriteRenderer, region.Location);
foreach( SidebarItem i in items )
{
var group = itemGroups[ i.techTreeItem.tag ];
var producing = Game.LocalPlayer.Producing( group );
if( producing != null && producing.Item == i.techTreeItem.tag )
{
clockAnimations[ group ].Tick();
clockRenderer.DrawSprite( clockAnimations[ group ].Image, region.Location.ToFloat2() + i.location, 0 );
}
i.Paint( spriteRenderer, region.Location );
}
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X, buildPos + region.Location.Y));
Fill(region.Size.Y + region.Location.Y, new float2(region.Location.X + spriteWidth, unitPos + region.Location.Y));
spriteRenderer.Flush();
foreach (var kvp in selectedItems)
{
if (kvp.Value != null)
{
clockRenderer.DrawSprite(clockAnimations[kvp.Key].Image, region.Location.ToFloat2() + kvp.Value.location, 0);
clockAnimations[kvp.Key].Tick(1);
}
}
clockRenderer.Flush();
}
@@ -158,9 +167,9 @@ namespace OpenRa.Game
if (item != null)
{
string group = itemGroups[item.techTreeItem.tag];
if (selectedItems[group] == null)
if (Game.LocalPlayer.Producing(group) == null)
{
selectedItems[group] = item;
Game.LocalPlayer.BeginProduction( group, new ProductionItem( item.techTreeItem.tag, 25, 0 ) );
Build(item);
}
}
@@ -172,7 +181,7 @@ namespace OpenRa.Game
if( item != null )
{
string group = itemGroups[ item.techTreeItem.tag ];
selectedItems[ group ] = null;
Game.LocalPlayer.CancelProduction( group );
}
}
}