Remove BS from ProductionQueue. Move ProductionQueue onto a structure for queue-per-building.
This commit is contained in:
@@ -17,32 +17,44 @@ namespace OpenRA.Traits
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{
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public class ProductionQueueInfo : ITraitInfo
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{
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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); }
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public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
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}
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public class ProductionQueue : IResolveOrder, ITick
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{
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Actor self;
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public readonly Actor self;
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public ProductionQueueInfo Info;
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// TODO: sync this
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List<ProductionItem> Producing = new List<ProductionItem>();
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public ProductionQueue( Actor self )
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public ProductionQueue( Actor self, 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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public void Tick( Actor self )
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public ProductionItem CurrentItem()
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{
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foreach( var p in production.OrderBy( p => p.Key ) )
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return Producing.ElementAtOrDefault(0);
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}
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public IEnumerable<ProductionItem> AllItems()
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{
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return Producing;
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}
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public void Tick( Actor self )
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{
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while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
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{
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while( p.Value.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, p.Key ).Contains( p.Value[ 0 ].Item ) )
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far.
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FinishProduction(p.Key);
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}
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if( p.Value.Count > 0 )
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( p.Value )[ 0 ].Tick( self.Owner );
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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if( Producing.Count > 0 )
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Producing[ 0 ].Tick( self.Owner );
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}
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public void ResolveOrder( Actor self, Order order )
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@@ -51,19 +63,21 @@ namespace OpenRA.Traits
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{
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case "StartProduction":
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{
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var unit = Rules.Info[order.TargetString];
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if (unit.Category != Info.Type)
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return; /* Not built by this queue */
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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{
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var unit = Rules.Info[order.TargetString];
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(self, order.TargetString);
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if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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BeginProduction(unit.Category,
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new ProductionItem(order.TargetString, (int)time, cost,
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BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
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() => self.World.AddFrameEndTask(
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_ =>
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{
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@@ -82,9 +96,11 @@ namespace OpenRA.Traits
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}
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case "PauseProduction":
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{
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var producing = CurrentItem( Rules.Info[ order.TargetString ].Category );
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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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if (Rules.Info[ order.TargetString ].Category != Info.Type)
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return; /* Not built by this queue */
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if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
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Producing[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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@@ -95,65 +111,50 @@ namespace OpenRA.Traits
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}
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}
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public static int GetBuildTime(Actor self, String unitString)
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public int GetBuildTime(String unitString)
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{
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var unit = Rules.Info[unitString];
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if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
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return 0;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastBuild) return 0;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = cost
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* self.Owner.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().BuildSpeed /* todo: country-specific build speed bonus */
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* Info.BuildSpeed
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* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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return (int) time;
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}
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// Key: Production category.
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// TODO: sync this
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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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public ProductionItem CurrentItem(string category)
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{
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return production[category].ElementAtOrDefault(0);
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}
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public IEnumerable<ProductionItem> AllItems(string category)
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{
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return production[category];
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}
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void CancelProduction( string itemName )
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{
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var category = Rules.Info[itemName].Category;
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var queue = production[ category ];
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if (queue.Count == 0) return;
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var lastIndex = queue.FindLastIndex( a => a.Item == itemName );
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if (category != Info.Type || Producing.Count == 0)
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return; // Nothing to do here
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var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
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if (lastIndex > 0)
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{
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queue.RemoveAt(lastIndex);
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Producing.RemoveAt(lastIndex);
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}
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else if( lastIndex == 0 )
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{
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var item = queue[0];
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var item = Producing[0];
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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FinishProduction(category);
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FinishProduction();
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}
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}
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public void FinishProduction( string category )
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public void FinishProduction()
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{
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var queue = production[category];
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if (queue.Count == 0) return;
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queue.RemoveAt(0);
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if (Producing.Count == 0) return;
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Producing.RemoveAt(0);
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}
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void BeginProduction( string group, ProductionItem item )
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void BeginProduction( ProductionItem item )
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{
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production[group].Add(item);
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Producing.Add(item);
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}
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static bool IsDisabledBuilding(Actor a)
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@@ -163,13 +164,10 @@ namespace OpenRA.Traits
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}
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void BuildUnit( string name )
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{
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var newUnitType = Rules.Info[ name ];
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var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
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{
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => producerTypes.Contains(x.Actor.Info))
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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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@@ -183,9 +181,9 @@ namespace OpenRA.Traits
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{
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if (IsDisabledBuilding(p.Actor)) continue;
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if (p.Trait.Produce(p.Actor, newUnitType))
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if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
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{
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FinishProduction(newUnitType.Category);
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FinishProduction();
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break;
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}
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}
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