Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.

This commit is contained in:
Paul Chote
2010-08-27 23:51:12 +12:00
parent 7f3e491ecc
commit 853e60f76e
9 changed files with 141 additions and 76 deletions

View File

@@ -23,39 +23,79 @@ namespace OpenRA.Traits
public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
}
public class ProductionQueue : IResolveOrder, ITick
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement
{
public readonly Actor self;
public ProductionQueueInfo Info;
// TODO: sync this
List<ProductionItem> Producing = new List<ProductionItem>();
// TODO: sync these
// A list of things we are currently building
List<ProductionItem> Queue = new List<ProductionItem>();
// A list of things we could possibly build, even if our race doesn't normally get it
Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
public ProductionQueue( Actor self, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
var ttc = self.Owner.PlayerActor.Trait<TechTreeCache>();
foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prereqs?
var buildable = bi.Owner.Contains(self.Owner.Country.Race);
Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
if (buildable)
ttc.Add( a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this );
}
}
public void OverrideProduction(ActorInfo type, bool buildable)
{
Produceable[type].Buildable = buildable;
Produceable[type].Sticky = true;
}
public void PrerequisitesAvailable(string key)
{
var ps = Produceable[ Rules.Info[key] ];
if (!ps.Sticky)
ps.Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
var ps = Produceable[ Rules.Info[key] ];
if (!ps.Sticky)
ps.Buildable = false;
}
public ProductionItem CurrentItem()
{
return Producing.ElementAtOrDefault(0);
return Queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return Producing;
return Queue;
}
public IEnumerable<ActorInfo> AllItems()
{
return Rules.TechTree.AllBuildables(Info.Type)
.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Country.Race))
.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
}
public IEnumerable<ActorInfo> BuildableItems()
{
return Rules.TechTree.BuildableItems(self.Owner, Info.Type).Select(b => Rules.Info[b.ToLowerInvariant()]);
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
}
public bool CanBuild(ActorInfo actor)
@@ -66,13 +106,13 @@ namespace OpenRA.Traits
public void Tick( Actor self )
{
while( Producing.Count > 0 && !BuildableItems().Any(b => b.Name == Producing[ 0 ].Item) )
while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if( Producing.Count > 0 )
Producing[ 0 ].Tick( self.Owner );
if( Queue.Count > 0 )
Queue[ 0 ].Tick( self.Owner );
}
public void ResolveOrder( Actor self, Order order )
@@ -115,8 +155,8 @@ namespace OpenRA.Traits
}
case "PauseProduction":
{
if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
Producing[0].Paused = ( order.TargetLocation.X != 0 );
if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
Queue[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
@@ -144,17 +184,15 @@ namespace OpenRA.Traits
void CancelProduction( string itemName )
{
if (Producing.Count == 0)
if (Queue.Count == 0)
return; // Nothing to do here
var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
var lastIndex = Queue.FindLastIndex( a => a.Item == itemName );
if (lastIndex > 0)
{
Producing.RemoveAt(lastIndex);
}
Queue.RemoveAt(lastIndex);
else if( lastIndex == 0 )
{
var item = Producing[0];
var item = Queue[0];
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
FinishProduction();
}
@@ -162,13 +200,13 @@ namespace OpenRA.Traits
public void FinishProduction()
{
if (Producing.Count == 0) return;
Producing.RemoveAt(0);
if (Queue.Count == 0) return;
Queue.RemoveAt(0);
}
void BeginProduction( ProductionItem item )
{
Producing.Add(item);
Queue.Add(item);
}
static bool IsDisabledBuilding(Actor a)
@@ -213,6 +251,13 @@ namespace OpenRA.Traits
}
}
public class ProductionState
{
public bool Visible = false;
public bool Buildable = false;
public bool Sticky = false;
}
public class ProductionItem
{
public readonly string Item;