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

@@ -103,10 +103,9 @@ namespace OpenRA.Traits
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
// todo: this will simplify once queues know about what they can build
var queues = p.World.Queries.WithTraitMultiple<ProductionQueue>().Where(a => a.Actor.Owner == p)
.Select(a => a.Trait.Info.Type).Distinct().ToArray();
return Rules.TechTree.BuildableItems(p, queues).Count();
return p.World.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p)
.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
}
}
}

View File

@@ -46,9 +46,27 @@ namespace OpenRA.Traits
return Producing;
}
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);
}
public IEnumerable<ActorInfo> BuildableItems()
{
return Rules.TechTree.BuildableItems(self.Owner, Info.Type).Select(b => Rules.Info[b.ToLowerInvariant()]);
}
public bool CanBuild(ActorInfo actor)
{
var buildings = Rules.TechTree.GatherBuildings( self.Owner );
return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
}
public void Tick( Actor self )
{
while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
while( Producing.Count > 0 && !BuildableItems().Any(b => b.Name == Producing[ 0 ].Item) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
@@ -71,7 +89,7 @@ namespace OpenRA.Traits
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (!Rules.TechTree.BuildableItems(order.Player, bi.Queue).Contains(order.TargetString))
if (!BuildableItems().Any(b => b.Name == order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;

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;

View File

@@ -82,13 +82,10 @@ namespace OpenRA.Mods.RA.Widgets
.Select(p => p.Trait);
foreach (var queue in queues)
if (!Rules.TechTree.BuildableItems(world.LocalPlayer, queue.Info.Type).Any())
{
if (CurrentQueue == queue)
CurrentQueue = null;
}
else
if (queue.BuildableItems().Count() > 0)
visibleTabs.Add(queue);
else if (CurrentQueue == queue)
CurrentQueue = null;
if (CurrentQueue == null)
CurrentQueue = queues.FirstOrDefault();
@@ -185,19 +182,15 @@ namespace OpenRA.Mods.RA.Widgets
string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
float2 origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
var queueName = queue.Info.Type;
// Collect info
var x = 0;
var y = 0;
var buildableItems = Rules.TechTree.BuildableItems(world.LocalPlayer, queueName).ToArray();
var allBuildables = Rules.TechTree.AllBuildables(queueName)
.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(world.LocalPlayer.Country.Race))
.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder)
.ToArray();
var buildableItems = queue.BuildableItems();
var allBuildables = queue.AllItems();
var overlayBits = new List<Pair<Sprite, float2>>();
numActualRows = Math.Max((allBuildables.Length + Columns - 1) / Columns, Rows);
numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
// Palette Background
WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
@@ -260,10 +253,10 @@ namespace OpenRA.Mods.RA.Widgets
}
}
else
if (!buildableItems.Contains(item.Name) || isBuildingSomething)
if (!buildableItems.Any(a => a.Name == item.Name) || isBuildingSomething)
overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
var closureName = buildableItems.Contains(item.Name) ? item.Name : null;
var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
buttons.Add(Pair.New(new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height), HandleClick(closureName, world)));
if (++x == Columns) { x = 0; y++; }
@@ -444,9 +437,8 @@ namespace OpenRA.Mods.RA.Widgets
var tooltip = info.Traits.Get<TooltipInfo>();
var buildable = info.Traits.Get<BuildableInfo>();
var cost = info.Traits.Get<ValuedInfo>().Cost;
var buildings = Rules.TechTree.GatherBuildings( pl );
var canBuildThis = Rules.TechTree.CanBuild(info, pl, buildings);
var canBuildThis = CurrentQueue.CanBuild(info);
var longDescSize = Game.Renderer.RegularFont.Measure(tooltip.Description.Replace("\\n", "\n")).Y;
if (!canBuildThis) longDescSize += 8;
@@ -494,15 +486,12 @@ namespace OpenRA.Mods.RA.Widgets
bool DoBuildingHotkey(char c, World world)
{
if (!paletteOpen) return false;
var buildable = Rules.TechTree.BuildableItems(world.LocalPlayer, CurrentQueue.Info.Type);
var toBuild = buildable.FirstOrDefault(b => Rules.Info[b.ToLowerInvariant()].Traits.Get<BuildableInfo>().Hotkey == c.ToString());
var toBuild = CurrentQueue.BuildableItems().FirstOrDefault(b => b.Traits.Get<BuildableInfo>().Hotkey == c.ToString());
if ( toBuild != null )
{
Sound.Play(TabClick);
HandleBuildPalette(world, toBuild, true);
HandleBuildPalette(world, toBuild.Name, true);
return true;
}