Route "Can i build X" queries via the appropriate ProductionQueue

This commit is contained in:
Paul Chote
2010-08-27 01:18:09 +12:00
parent 226fd167e7
commit 88dfbe657c
4 changed files with 52 additions and 43 deletions

View File

@@ -70,23 +70,23 @@ namespace OpenRA.Mods.RA
playerResources = p.PlayerActor.Trait<PlayerResources>();
}
int GetPowerProvidedBy(string building)
int GetPowerProvidedBy(ActorInfo building)
{
var bi = Rules.Info[building].Traits.GetOrDefault<BuildingInfo>();
var bi = building.Traits.GetOrDefault<BuildingInfo>();
if (bi == null) return 0;
return bi.Power;
}
string ChooseRandomUnitToBuild(string category)
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = Rules.TechTree.BuildableItems(p, category).ToArray();
if (buildableThings.Length == 0) return null;
return buildableThings[random.Next(buildableThings.Length)];
var buildableThings = queue.BuildableItems();
if (buildableThings.Count() == 0) return null;
return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
}
string ChooseBuildingToBuild()
ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
{
var buildableThings = Rules.TechTree.BuildableItems(p, "Building").ToArray();
var buildableThings = queue.BuildableItems();
if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */
{
@@ -107,9 +107,9 @@ namespace OpenRA.Mods.RA
.Select( a => a.Actor.Info.Name ).ToArray();
foreach (var frac in buildingFractions)
if (buildableThings.Contains(frac.Key))
if (buildableThings.Any(b => b.Name == frac.Key))
if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
return frac.Key;
return Rules.Info[frac.Key];
return null;
}
@@ -290,10 +290,10 @@ namespace OpenRA.Mods.RA
if (queue == null)
return;
var unit = ChooseRandomUnitToBuild(category);
var unit = ChooseRandomUnitToBuild(queue);
if (unit != null)
{
Game.IssueOrder(Order.StartProduction(queue.self, unit, 1));
Game.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
}
}
@@ -305,12 +305,15 @@ namespace OpenRA.Mods.RA
.Select(a => a.Trait)
.FirstOrDefault();
if (queue == null)
return;
var currentBuilding = queue.CurrentItem();
switch (state)
{
case BuildState.ChooseItem:
{
var item = ChooseBuildingToBuild();
var item = ChooseBuildingToBuild(queue);
if (item == null)
{
state = BuildState.WaitForFeedback;
@@ -319,7 +322,7 @@ namespace OpenRA.Mods.RA
else
{
state = BuildState.WaitForProduction;
Game.IssueOrder(Order.StartProduction(queue.self, item, 1));
Game.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;