Merge pull request #10557 from abcdefg30/queueCleanup

More cleanup in the production logic
This commit is contained in:
Matthias Mailänder
2016-01-23 10:52:33 +01:00
3 changed files with 29 additions and 27 deletions

View File

@@ -30,7 +30,7 @@ namespace OpenRA.Mods.Common.Traits
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init, this); } public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init, this); }
} }
public class ClassicProductionQueue : ProductionQueue, ISync public class ClassicProductionQueue : ProductionQueue
{ {
static readonly ActorInfo[] NoItems = { }; static readonly ActorInfo[] NoItems = { };
@@ -85,14 +85,13 @@ namespace OpenRA.Mods.Common.Traits
.FirstOrDefault(); .FirstOrDefault();
} }
protected override bool BuildUnit(string name) protected override bool BuildUnit(ActorInfo unit)
{ {
// Find a production structure to build this actor // Find a production structure to build this actor
var ai = self.World.Map.Rules.Actors[name]; var bi = unit.TraitInfo<BuildableInfo>();
var bi = ai.TraitInfoOrDefault<BuildableInfo>();
// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled // Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type; var type = developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
var producers = self.World.ActorsWithTrait<Production>() var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner .Where(x => x.Actor.Owner == self.Owner
@@ -102,13 +101,13 @@ namespace OpenRA.Mods.Common.Traits
if (!producers.Any()) if (!producers.Any())
{ {
CancelProduction(name, 1); CancelProduction(unit.Name, 1);
return true; return true;
} }
foreach (var p in producers.Where(p => !p.Actor.IsDisabled())) foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
{ {
if (p.Trait.Produce(p.Actor, ai, p.Trait.Faction)) if (p.Trait.Produce(p.Actor, unit, p.Trait.Faction))
{ {
FinishProduction(); FinishProduction();
return true; return true;
@@ -120,19 +119,19 @@ namespace OpenRA.Mods.Common.Traits
public override int GetBuildTime(string unitString) public override int GetBuildTime(string unitString)
{ {
var ai = self.World.Map.Rules.Actors[unitString]; return GetBuildTime(self.World.Map.Rules.Actors[unitString]);
var bi = ai.TraitInfoOrDefault<BuildableInfo>(); }
if (bi == null)
return 0;
public override int GetBuildTime(ActorInfo unit, BuildableInfo bi = null)
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0; return 0;
var time = (int)(ai.GetBuildTime() * Info.BuildSpeed); var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
if (info.SpeedUp) if (info.SpeedUp)
{ {
var type = bi.BuildAtProductionType ?? info.Type; var type = (bi ?? unit.TraitInfo<BuildableInfo>()).BuildAtProductionType ?? info.Type;
var selfsameProductionsCount = self.World.ActorsWithTrait<Production>() var selfsameProductionsCount = self.World.ActorsWithTrait<Production>()
.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type)); .Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));

View File

@@ -232,7 +232,8 @@ namespace OpenRA.Mods.Common.Traits
{ {
while (queue.Count > 0 && BuildableItems().All(b => b.Name != queue[0].Item)) while (queue.Count > 0 && BuildableItems().All(b => b.Name != queue[0].Item))
{ {
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost); // refund what's been paid so far. // Refund what's been paid so far
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
FinishProduction(); FinishProduction();
} }
@@ -256,9 +257,6 @@ namespace OpenRA.Mods.Common.Traits
if (!bi.Queue.Contains(Info.Type)) if (!bi.Queue.Contains(Info.Type))
return; return;
var cost = unit.HasTraitInfo<ValuedInfo>() ? unit.TraitInfo<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
// You can't build that // You can't build that
if (BuildableItems().All(b => b.Name != order.TargetString)) if (BuildableItems().All(b => b.Name != order.TargetString))
return; return;
@@ -275,6 +273,9 @@ namespace OpenRA.Mods.Common.Traits
return; return;
} }
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
var cost = valued != null ? valued.Cost : 0;
var time = GetBuildTime(unit, bi);
var amountToBuild = Math.Min(fromLimit, order.ExtraData); var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++) for (var n = 0; n < amountToBuild; n++)
{ {
@@ -287,7 +288,7 @@ namespace OpenRA.Mods.Common.Traits
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName); hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!isBuilding) else if (!isBuilding)
{ {
if (BuildUnit(order.TargetString)) if (BuildUnit(unit))
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName); Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!hasPlayedSound && time > 0) else if (!hasPlayedSound && time > 0)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName); hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
@@ -309,15 +310,15 @@ namespace OpenRA.Mods.Common.Traits
public virtual int GetBuildTime(string unitString) public virtual int GetBuildTime(string unitString)
{ {
var unit = self.World.Map.Rules.Actors[unitString]; return GetBuildTime(self.World.Map.Rules.Actors[unitString]);
if (unit == null || !unit.HasTraitInfo<BuildableInfo>()) }
return 0;
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi = null)
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0; return 0;
var time = unit.GetBuildTime() * Info.BuildSpeed; var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int)time; return (int)time;
} }
@@ -336,7 +337,9 @@ namespace OpenRA.Mods.Common.Traits
else if (lastIndex == 0) else if (lastIndex == 0)
{ {
var item = queue[0]; var item = queue[0];
playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
// Refund what has been paid
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
FinishProduction(); FinishProduction();
} }
} }
@@ -361,17 +364,17 @@ namespace OpenRA.Mods.Common.Traits
// Builds a unit from the actor that holds this queue (1 queue per building) // Builds a unit from the actor that holds this queue (1 queue per building)
// Returns false if the unit can't be built // Returns false if the unit can't be built
protected virtual bool BuildUnit(string name) protected virtual bool BuildUnit(ActorInfo unit)
{ {
// Cannot produce if I'm dead // Cannot produce if I'm dead
if (!self.IsInWorld || self.IsDead) if (!self.IsInWorld || self.IsDead)
{ {
CancelProduction(name, 1); CancelProduction(unit.Name, 1);
return true; return true;
} }
var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type)); var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Faction)) if (sp != null && !self.IsDisabled() && sp.Produce(self, unit, Faction))
{ {
FinishProduction(); FinishProduction();
return true; return true;

View File

@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
powerIcon.IsVisible = () => power != 0; powerIcon.IsVisible = () => power != 0;
var lowpower = pm.PowerState != PowerState.Normal; var lowpower = pm.PowerState != PowerState.Normal;
var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor.Name) var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor, buildable)
* (lowpower ? palette.CurrentQueue.Info.LowPowerSlowdown : 1); * (lowpower ? palette.CurrentQueue.Info.LowPowerSlowdown : 1);
var timeString = WidgetUtils.FormatTime(time, world.Timestep); var timeString = WidgetUtils.FormatTime(time, world.Timestep);
timeLabel.GetText = () => timeString; timeLabel.GetText = () => timeString;