Tidy production traits.

This commit is contained in:
Paul Chote
2014-06-21 15:56:50 +12:00
parent f46f71217e
commit 7b3a0ebeb5
7 changed files with 160 additions and 133 deletions

View File

@@ -23,6 +23,7 @@ namespace OpenRA.Mods.RA
{
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
@@ -30,96 +31,99 @@ namespace OpenRA.Mods.RA
public readonly bool RequireOwner = true;
[Desc("This value is used to translate the unit cost into build time.")]
public float BuildSpeed = 0.4f;
public readonly float BuildSpeed = 0.4f;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
[Desc("Notification played when you can't train another unit",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = "NoBuild";
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = "Training";
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = "OnHold";
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init, init.self.Owner.PlayerActor, this); }
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, INotifyKilled, INotifySold, ISync, INotifyTransform
{
public readonly Actor self;
public ProductionQueueInfo Info;
PowerManager PlayerPower;
public readonly ProductionQueueInfo Info;
readonly Actor self;
readonly string race;
// Can change if the actor is captured
PowerManager playerPower;
PlayerResources playerResources;
readonly CountryInfo Race;
// A list of things we could possibly build
Dictionary<ActorInfo, ProductionState> produceable;
List<ProductionItem> queue = new List<ProductionItem>();
// A list of things we are currently building
public List<ProductionItem> Queue = new List<ProductionItem>();
public Actor Actor { get { return self; } }
[Sync] public int QueueLength { get { return Queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && Queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && Queue[0].Done; } }
[Sync] public int QueueLength { get { return queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
// A list of things we could possibly build, even if our race doesn't normally get it
public Dictionary<ActorInfo, ProductionState> Produceable;
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
this.self = self;
this.Info = info;
self = init.self;
Info = info;
playerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
playerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country;
Produceable = InitTech(playerActor);
race = self.Owner.Country.Race;
CacheProduceables(playerActor);
}
void ClearQueue()
{
if (Queue.Count == 0)
if (queue.Count == 0)
return;
// Refund the current item
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost);
Queue.Clear();
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
queue.Clear();
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
ClearQueue();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
Produceable = InitTech(self.Owner.PlayerActor);
// Force a third(!) tech tree update to ensure that prerequisites are correct.
// The first two updates are triggered by adding/removing the actor when
// changing ownership, *before* the new techtree watchers have been set up.
// This is crap.
// Regenerate the produceables and tech tree state
CacheProduceables(newOwner.PlayerActor);
self.Owner.PlayerActor.Trait<TechTree>().Update();
}
public void Killed(Actor killed, AttackInfo e) { if (killed == self) ClearQueue(); }
public void Selling(Actor self) {}
public void Selling(Actor self) { }
public void Sold(Actor self) { ClearQueue(); }
public void OnTransform(Actor self) { ClearQueue(); }
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
void CacheProduceables(Actor playerActor)
{
var tech = new Dictionary<ActorInfo, ProductionState>();
produceable = new Dictionary<ActorInfo, ProductionState>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
@@ -127,102 +131,101 @@ namespace OpenRA.Mods.RA
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prerequisites?
var buildable = !Info.RequireOwner || bi.Owner.Contains(Race.Race);
var buildable = !Info.RequireOwner || bi.Owner.Contains(race);
// Checks if Prerequisites want to hide the Actor from buildQueue if they are false
tech.Add(a, new ProductionState { Visible = buildable });
produceable.Add(a, new ProductionState { Visible = buildable });
if (buildable)
ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
return tech;
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return self.World.Map.Rules.Actors.Values
.Where(x =>
x.Name[ 0 ] != '^' &&
x.Name[0] != '^' &&
x.Traits.Contains<BuildableInfo>() &&
x.Traits.Get<BuildableInfo>().Queue.Contains(category));
}
public void OverrideProduction(ActorInfo type, bool buildable)
{
Produceable[type].Buildable = buildable;
Produceable[type].Sticky = true;
produceable[type].Buildable = buildable;
produceable[type].Sticky = true;
}
public void PrerequisitesAvailable(string key)
{
var ps = Produceable[ self.World.Map.Rules.Actors[key] ];
var ps = produceable[self.World.Map.Rules.Actors[key]];
if (!ps.Sticky)
ps.Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
var ps = Produceable[ self.World.Map.Rules.Actors[key] ];
var ps = produceable[self.World.Map.Rules.Actors[key]];
if (!ps.Sticky)
ps.Buildable = false;
}
public void PrerequisitesItemHidden(string key)
{
Produceable[self.World.Map.Rules.Actors[key]].Visible = false;
produceable[self.World.Map.Rules.Actors[key]].Visible = false;
}
public void PrerequisitesItemVisible(string key)
{
Produceable[self.World.Map.Rules.Actors[key]].Visible = true;
produceable[self.World.Map.Rules.Actors[key]].Visible = true;
}
public ProductionItem CurrentItem()
{
return Queue.ElementAtOrDefault(0);
return queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return Queue;
return queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
return produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
return produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
}
public bool CanBuild(ActorInfo actor)
{
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
return produceable.ContainsKey(actor) && produceable[actor].Buildable;
}
public virtual void Tick(Actor self)
{
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.
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if (Queue.Count > 0)
Queue[ 0 ].Tick(playerResources);
if (queue.Count > 0)
queue[0].Tick(playerResources);
}
public void ResolveOrder(Actor self, Order order)
{
switch(order.OrderString)
switch (order.OrderString)
{
case "StartProduction":
{
@@ -241,7 +244,7 @@ namespace OpenRA.Mods.RA
var fromLimit = int.MaxValue;
if (bi.BuildLimit > 0)
{
var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
@@ -250,37 +253,39 @@ namespace OpenRA.Mods.RA
}
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++) // repeat count
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, PlayerPower,
() => self.World.AddFrameEndTask(_ =>
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
}
break;
}
case "PauseProduction":
{
if (Queue.Count > 0 && Queue[0].Item == order.TargetString)
Queue[0].Paused = ( order.ExtraData != 0 );
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString, order.ExtraData);
@@ -289,10 +294,10 @@ namespace OpenRA.Mods.RA
}
}
virtual public int GetBuildTime(String unitString)
public virtual int GetBuildTime(string unitString)
{
var unit = self.World.Map.Rules.Actors[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
if (unit == null || !unit.Traits.Contains<BuildableInfo>())
return 0;
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
@@ -300,7 +305,7 @@ namespace OpenRA.Mods.RA
var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int) time;
return (int)time;
}
protected void CancelProduction(string itemName, uint numberToCancel)
@@ -311,13 +316,13 @@ namespace OpenRA.Mods.RA
void CancelProductionInner(string itemName)
{
var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
var lastIndex = queue.FindLastIndex(a => a.Item == itemName);
if (lastIndex > 0)
Queue.RemoveAt(lastIndex);
queue.RemoveAt(lastIndex);
else if (lastIndex == 0)
{
var item = Queue[0];
var item = queue[0];
playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
FinishProduction();
}
@@ -325,13 +330,13 @@ namespace OpenRA.Mods.RA
public void FinishProduction()
{
if (Queue.Count == 0) return;
Queue.RemoveAt(0);
if (queue.Count != 0)
queue.RemoveAt(0);
}
protected void BeginProduction(ProductionItem item)
{
Queue.Add(item);
queue.Add(item);
}
// Builds a unit from the actor that holds this queue (1 queue per building)
@@ -351,6 +356,7 @@ namespace OpenRA.Mods.RA
FinishProduction();
return true;
}
return false;
}
}
@@ -366,9 +372,10 @@ namespace OpenRA.Mods.RA
{
public readonly string Item;
public readonly ProductionQueue Queue;
readonly PowerManager pm;
public int TotalTime;
public readonly int TotalCost;
public readonly Action OnComplete;
public int TotalTime { get; private set; }
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public int RemainingTimeActual
@@ -380,9 +387,12 @@ namespace OpenRA.Mods.RA
}
}
public bool Paused = false, Done = false, Started = false;
public Action OnComplete;
public int slowdown = 0;
public bool Paused { get; private set; }
public bool Done { get; private set; }
public bool Started { get; private set; }
public int Slowdown { get; private set; }
readonly PowerManager pm;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
@@ -392,7 +402,6 @@ namespace OpenRA.Mods.RA
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(PlayerResources pr)
@@ -400,33 +409,43 @@ namespace OpenRA.Mods.RA
if (!Started)
{
var time = Queue.GetBuildTime(Item);
if (time > 0) RemainingTime = TotalTime = time;
if (time > 0)
RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
if (OnComplete != null) OnComplete();
if (OnComplete != null)
OnComplete();
return;
}
if (Paused) return;
if (Paused)
return;
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;
if (--Slowdown <= 0)
Slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame))
return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
if (RemainingTime > 0)
return;
Done = true;
}
public void Pause(bool paused) { Paused = paused; }
}
}