Tidy production traits.
This commit is contained in:
@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Cnc.Widgets
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
if (CurrentQueue != null && !CurrentQueue.self.IsInWorld)
|
||||
if (CurrentQueue != null && !CurrentQueue.Actor.IsInWorld)
|
||||
CurrentQueue = null;
|
||||
|
||||
if (CurrentQueue != null)
|
||||
@@ -125,20 +125,20 @@ namespace OpenRA.Mods.Cnc.Widgets
|
||||
if (first != null && first.Done && actor.Traits.Contains<BuildingInfo>())
|
||||
{
|
||||
Sound.Play(TabClick);
|
||||
World.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, icon.Name);
|
||||
World.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.Actor, icon.Name);
|
||||
}
|
||||
else if (first != null && first.Paused)
|
||||
{
|
||||
// Resume a paused item
|
||||
Sound.Play(TabClick);
|
||||
World.IssueOrder(Order.PauseProduction(CurrentQueue.self, icon.Name, false));
|
||||
World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false));
|
||||
}
|
||||
else if (CurrentQueue.BuildableItems().Any(a => a.Name == icon.Name))
|
||||
{
|
||||
// Queue a new item
|
||||
Sound.Play(TabClick);
|
||||
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Country.Race);
|
||||
World.IssueOrder(Order.StartProduction(CurrentQueue.self, icon.Name,
|
||||
World.IssueOrder(Order.StartProduction(CurrentQueue.Actor, icon.Name,
|
||||
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
|
||||
}
|
||||
else
|
||||
@@ -155,13 +155,13 @@ namespace OpenRA.Mods.Cnc.Widgets
|
||||
if (first.Paused || first.Done || first.TotalCost == first.RemainingCost)
|
||||
{
|
||||
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, World.LocalPlayer.Country.Race);
|
||||
World.IssueOrder(Order.CancelProduction(CurrentQueue.self, icon.Name,
|
||||
World.IssueOrder(Order.CancelProduction(CurrentQueue.Actor, icon.Name,
|
||||
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, World.LocalPlayer.Country.Race);
|
||||
World.IssueOrder(Order.PauseProduction(CurrentQueue.self, icon.Name, true));
|
||||
World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, true));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
@@ -51,7 +51,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
{
|
||||
HackyAI.BotDebug("AI: Starting production of {0}".F(item.Name));
|
||||
state = BuildState.WaitForProduction;
|
||||
ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
|
||||
ai.world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
return;
|
||||
|
||||
if (currentBuilding.Paused)
|
||||
ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
|
||||
ai.world.IssueOrder(Order.PauseProduction(queue.Actor, currentBuilding.Item, false));
|
||||
else if (currentBuilding.Done)
|
||||
{
|
||||
state = BuildState.WaitForFeedback;
|
||||
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
if (location == null)
|
||||
{
|
||||
HackyAI.BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
|
||||
ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
|
||||
ai.world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -839,7 +839,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
ChooseUnitToBuild(queue);
|
||||
|
||||
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
|
||||
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
|
||||
world.IssueOrder(Order.StartProduction(queue.Actor, unit.Name, 1));
|
||||
}
|
||||
|
||||
void BuildUnit(string category, string name)
|
||||
@@ -849,7 +849,7 @@ namespace OpenRA.Mods.RA.AI
|
||||
return;
|
||||
|
||||
if (Map.Rules.Actors[name] != null)
|
||||
world.IssueOrder(Order.StartProduction(queue.self, name, 1));
|
||||
world.IssueOrder(Order.StartProduction(queue.Actor, name, 1));
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
|
||||
@@ -23,22 +23,27 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
|
||||
public readonly bool SpeedUp = false;
|
||||
|
||||
[Desc("Every time another production building of the same queue is",
|
||||
"contructed, the build times of all actors in the queue",
|
||||
"decreased by a percentage of the original time.")]
|
||||
public readonly int[] BuildTimeSpeedReduction = { 100, 85, 75, 65, 60, 55, 50 };
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
|
||||
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init, this); }
|
||||
}
|
||||
|
||||
public class ClassicProductionQueue : ProductionQueue, ISync
|
||||
{
|
||||
public new ClassicProductionQueueInfo Info;
|
||||
static readonly ActorInfo[] NoItems = { };
|
||||
|
||||
public ClassicProductionQueue(Actor self, ClassicProductionQueueInfo info)
|
||||
: base(self, self, info)
|
||||
readonly Actor self;
|
||||
readonly ClassicProductionQueueInfo info;
|
||||
|
||||
public ClassicProductionQueue(ActorInitializer init, ClassicProductionQueueInfo info)
|
||||
: base(init, init.self, info)
|
||||
{
|
||||
this.Info = info;
|
||||
this.self = init.self;
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
[Sync] bool isActive = false;
|
||||
@@ -47,23 +52,25 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
isActive = false;
|
||||
foreach (var x in self.World.ActorsWithTrait<Production>())
|
||||
{
|
||||
if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
|
||||
{
|
||||
isActive = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
base.Tick(self);
|
||||
}
|
||||
|
||||
static ActorInfo[] None = { };
|
||||
public override IEnumerable<ActorInfo> AllItems()
|
||||
{
|
||||
return isActive ? base.AllItems() : None;
|
||||
return isActive ? base.AllItems() : NoItems;
|
||||
}
|
||||
|
||||
public override IEnumerable<ActorInfo> BuildableItems()
|
||||
{
|
||||
return isActive ? base.BuildableItems() : None;
|
||||
return isActive ? base.BuildableItems() : NoItems;
|
||||
}
|
||||
|
||||
protected override bool BuildUnit(string name)
|
||||
@@ -89,10 +96,11 @@ namespace OpenRA.Mods.RA
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override int GetBuildTime(String unitString)
|
||||
public override int GetBuildTime(string unitString)
|
||||
{
|
||||
var unit = self.World.Map.Rules.Actors[unitString];
|
||||
if (unit == null || !unit.Traits.Contains<BuildableInfo>())
|
||||
@@ -103,15 +111,15 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
|
||||
|
||||
if (Info.SpeedUp)
|
||||
if (info.SpeedUp)
|
||||
{
|
||||
var queues = unit.Traits.Get<BuildableInfo>().Queue;
|
||||
var selfsameBuildings = self.World.ActorsWithTrait<Production>()
|
||||
.Where(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Intersect(queues).Any())
|
||||
.ToArray();
|
||||
|
||||
var speedModifier = selfsameBuildings.Count().Clamp(1, Info.BuildTimeSpeedReduction.Length) - 1;
|
||||
time = (time * Info.BuildTimeSpeedReduction[speedModifier]) / 100;
|
||||
var speedModifier = selfsameBuildings.Count().Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
|
||||
time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
|
||||
}
|
||||
|
||||
return time;
|
||||
|
||||
@@ -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; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -402,7 +402,7 @@ namespace OpenRA.Mods.RA.Scripting
|
||||
var queue = GetSharedQueueForUnit(player, unit);
|
||||
|
||||
if (queue != null)
|
||||
queue.ResolveOrder(queue.self, Order.StartProduction(queue.self, unit, (int)amount));
|
||||
queue.ResolveOrder(queue.Actor, Order.StartProduction(queue.Actor, unit, (int)amount));
|
||||
}
|
||||
|
||||
[LuaGlobal]
|
||||
|
||||
@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
.Where(p => p.Actor.Owner == world.LocalPlayer)
|
||||
.Select(p => p.Trait);
|
||||
|
||||
if (CurrentQueue != null && CurrentQueue.self.Destroyed)
|
||||
if (CurrentQueue != null && CurrentQueue.Actor.Destroyed)
|
||||
CurrentQueue = null;
|
||||
|
||||
foreach (var queue in queues)
|
||||
@@ -366,7 +366,7 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
if (producing.Done)
|
||||
{
|
||||
if (unit.Traits.Contains<BuildingInfo>())
|
||||
world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, item);
|
||||
world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.Actor, item);
|
||||
else
|
||||
StartProduction(world, item);
|
||||
return;
|
||||
@@ -374,7 +374,7 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
|
||||
if (producing.Paused)
|
||||
{
|
||||
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, false));
|
||||
world.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, item, false));
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -403,12 +403,12 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, world.LocalPlayer.Country.Race);
|
||||
var numberToCancel = Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1;
|
||||
|
||||
world.IssueOrder(Order.CancelProduction(CurrentQueue.self, item, numberToCancel));
|
||||
world.IssueOrder(Order.CancelProduction(CurrentQueue.Actor, item, numberToCancel));
|
||||
}
|
||||
else
|
||||
{
|
||||
Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, world.LocalPlayer.Country.Race);
|
||||
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
|
||||
world.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, item, true));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -416,7 +416,7 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
|
||||
void StartProduction(World world, string item)
|
||||
{
|
||||
world.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
|
||||
world.IssueOrder(Order.StartProduction(CurrentQueue.Actor, item,
|
||||
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user