diff --git a/OpenRa.Game/Chrome.cs b/OpenRa.Game/Chrome.cs index e17d5b9fbb..a8dac419e0 100644 --- a/OpenRa.Game/Chrome.cs +++ b/OpenRa.Game/Chrome.cs @@ -23,9 +23,9 @@ namespace OpenRa.Game readonly SpriteRenderer buildPaletteRenderer; readonly Animation cantBuild; readonly Animation ready; + readonly Animation clock; readonly List>> buttons = new List>>(); - readonly Cache clockAnimations; readonly List digitSprites; readonly Dictionary tabSprites; readonly Sprite[] shimSprites; @@ -70,14 +70,6 @@ namespace OpenRa.Game cantBuild = new Animation("clock"); cantBuild.PlayFetchIndex("idle", () => 0); - clockAnimations = new Cache( - s => - { - var anim = new Animation("clock"); - anim.PlayFetchIndex("idle", ClockAnimFrame(s)); - return anim; - }); - digitSprites = Util.MakeArray(10, a => a) .Select(n => new Sprite(specialBin, new Rectangle(32 + 13 * n, 0, 13, 17), TextureChannel.Alpha)).ToList(); @@ -92,6 +84,7 @@ namespace OpenRa.Game ready = new Animation("pips"); ready.PlayRepeating("ready"); + clock = new Animation("clock"); } public void Draw() @@ -144,7 +137,7 @@ namespace OpenRa.Game continue; } - var producing = queue.Producing(groupName); + var producing = queue.CurrentItem(groupName); var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0; @@ -173,9 +166,8 @@ namespace OpenRa.Game void CheckDeadTab( string groupName ) { var queue = Game.LocalPlayer.PlayerActor.traits.Get(); - var item = queue.Producing( groupName ); - if (item != null) - Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item)); + foreach( var item in queue.AllItems( groupName ) ) + Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item)); } void ChooseAvailableTab() @@ -226,7 +218,7 @@ namespace OpenRa.Game return () => { var queue = Game.LocalPlayer.PlayerActor.traits.Get(); - var producing = queue.Producing( group ); + var producing = queue.CurrentItem( group ); if (producing == null) return 0; return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime; }; @@ -251,50 +243,63 @@ namespace OpenRa.Game .OrderBy(a => Rules.UnitInfo[a].TechLevel); var queue = Game.LocalPlayer.PlayerActor.traits.Get(); - var currentItem = queue.Producing( queueName ); var overlayBits = new List>(); string tooltipItem = null; - //int2 tooltipPos = int2.Zero; foreach (var item in allItems) { var rect = new Rectangle(origin.X + x * 64, origin.Y + 48 * y, 64, 48); var drawPos = Game.viewport.Location + new float2(rect.Location); - var isBuildingThis = currentItem != null && currentItem.Item == item; - var isBuildingSomethingElse = currentItem != null && currentItem.Item != item; + var isBuildingSomething = queue.CurrentItem(queueName) != null; buildPaletteRenderer.DrawSprite(sprites[item], drawPos, PaletteType.Chrome); + var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item); + if (rect.Contains(lastMousePos.ToPoint())) - { tooltipItem = item; - //tooltipPos = new int2(rect.Location); - } - if (!buildableItems.Contains(item) || isBuildingSomethingElse) - overlayBits.Add(Pair.New(cantBuild.Image, drawPos)); + var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2); - if (isBuildingThis) + if (firstOfThis != null) { - clockAnimations[queueName].Tick(); - buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image, - drawPos, PaletteType.Chrome); + clock.PlayFetchIndex( "idle", + () => (firstOfThis.TotalTime - firstOfThis.RemainingTime) + * NumClockFrames / firstOfThis.TotalTime); + clock.Tick(); - var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2); + buildPaletteRenderer.DrawSprite(clock.Image, drawPos, PaletteType.Chrome); - if (currentItem.Done) + if (firstOfThis.Done) { ready.Play("ready"); overlayBits.Add(Pair.New(ready.Image, overlayPos)); } - else if (currentItem.Paused) + else if (firstOfThis.Paused) { ready.Play("hold"); overlayBits.Add(Pair.New(ready.Image, overlayPos)); } + + var repeats = queue.AllItems(queueName).Count(a => a.Item == item); + if (repeats > 1 || queue.CurrentItem(queueName) != firstOfThis) + { + var offset = -22; + var digits = repeats.ToString(); + foreach (var d in digits) + { + ready.PlayFetchIndex("groups", () => d - '0'); + ready.Tick(); + overlayBits.Add(Pair.New(ready.Image, overlayPos + new float2(offset, 0))); + offset += 6; + } + } } + else + if (!buildableItems.Contains(item) || isBuildingSomething) + overlayBits.Add(Pair.New(cantBuild.Image, drawPos)); var closureItem = item; buttons.Add(Pair.New(rect, @@ -335,51 +340,57 @@ namespace OpenRa.Game return y*48+9; } + void StartProduction( string item ) + { + var group = Rules.UnitCategory[item]; + Sound.Play((group == "Building" || group == "Defense") ? "abldgin1.aud" : "train1.aud"); + Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item)); + } + void HandleBuildPalette(string item, bool isLmb) { var player = Game.LocalPlayer; var group = Rules.UnitCategory[item]; var queue = player.PlayerActor.traits.Get(); - var producing = queue.Producing( group ); + var producing = queue.AllItems(group).FirstOrDefault( a => a.Item == item ); Sound.Play("ramenu1.aud"); if (isLmb) { - if (producing == null) - { - Game.controller.AddOrder(Order.StartProduction(player, item)); - Sound.Play("abldgin1.aud"); - } - else if (producing.Item == item) + if (producing != null && producing == queue.CurrentItem(group)) { if (producing.Done) { if (group == "Building" || group == "Defense") Game.controller.orderGenerator = new PlaceBuilding(player.PlayerActor, item); + return; } - else + + if (producing.Paused) + { Game.controller.AddOrder(Order.PauseProduction(player, item, false)); + return; + } } - else - { - Sound.Play("progres1.aud"); - } + + StartProduction(item); } else { - if (producing == null) return; - if (item != producing.Item) return; - - if (producing.Paused || producing.Done) + if (producing != null) { - Sound.Play("cancld1.aud"); - Game.controller.AddOrder(Order.CancelProduction(player, item)); - } - else - { - Sound.Play("onhold1.aud"); - Game.controller.AddOrder(Order.PauseProduction(player, item, true)); + // instant cancel of things we havent really started yet, and things that are finished + if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost) + { + Sound.Play("cancld1.aud"); + Game.controller.AddOrder(Order.CancelProduction(player, item)); + } + else + { + Sound.Play("onhold1.aud"); + Game.controller.AddOrder(Order.PauseProduction(player, item, true)); + } } } } diff --git a/OpenRa.Game/PlaceBuilding.cs b/OpenRa.Game/PlaceBuilding.cs index b8306e26f7..3dbb3940d3 100644 --- a/OpenRa.Game/PlaceBuilding.cs +++ b/OpenRa.Game/PlaceBuilding.cs @@ -40,7 +40,7 @@ namespace OpenRa.Game public void Tick() { - var producing = Producer.traits.Get().Producing( Rules.UnitCategory[ Building.Name ] ); + var producing = Producer.traits.Get().CurrentItem( Rules.UnitCategory[ Building.Name ] ); if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 ) Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } ); } diff --git a/OpenRa.Game/Traits/ProductionQueue.cs b/OpenRa.Game/Traits/ProductionQueue.cs index 5e122f645b..869277d5c8 100755 --- a/OpenRa.Game/Traits/ProductionQueue.cs +++ b/OpenRa.Game/Traits/ProductionQueue.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; +using IjwFramework.Collections; namespace OpenRa.Game.Traits { @@ -12,15 +13,13 @@ namespace OpenRa.Game.Traits public ProductionQueue( Actor self ) { this.self = self; - foreach( var cat in Rules.Categories.Keys ) - ProductionInit( cat ); } public void Tick( Actor self ) { foreach( var p in production ) - if( p.Value != null ) - p.Value.Tick( self.Owner ); + if( p.Value.Count > 0 ) + (p.Value)[0].Tick( self.Owner ); } public Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ) @@ -67,51 +66,62 @@ namespace OpenRa.Game.Traits } case "PauseProduction": { - var producing = Producing( Rules.UnitCategory[ order.TargetString ] ); + var producing = CurrentItem( Rules.UnitCategory[ order.TargetString ] ); if( producing != null && producing.Item == order.TargetString ) producing.Paused = ( order.TargetLocation.X != 0 ); break; } case "CancelProduction": { - var producing = Producing( Rules.UnitCategory[ order.TargetString ] ); - if( producing != null && producing.Item == order.TargetString ) - CancelProduction( Rules.UnitCategory[ order.TargetString ] ); + CancelProduction(order.TargetString); break; } } } - // Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here) - readonly Dictionary production = new Dictionary(); + // Key: Production category. + readonly Cache> production + = new Cache>( _ => new List() ); - void ProductionInit( string category ) + public ProductionItem CurrentItem(string category) { - production.Add( category, null ); + return production[category].ElementAtOrDefault(0); } - public ProductionItem Producing( string category ) + public IEnumerable AllItems(string category) { - return production[ category ]; + return production[category]; } - public void CancelProduction( string category ) + public void CancelProduction( string itemName ) { - var item = production[ category ]; - if( item == null ) return; - self.Owner.GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far. - FinishProduction( category ); + var category = Rules.UnitCategory[itemName]; + var queue = production[ category ]; + if (queue.Count == 0) return; + + var lastIndex = queue.FindLastIndex( a => a.Item == itemName ); + if (lastIndex > 0) + { + queue.RemoveAt(lastIndex); + } + else + { + var item = queue[0]; + self.Owner.GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far. + FinishProduction(category); + } } public void FinishProduction( string category ) { - production[ category ] = null; + var queue = production[category]; + if (queue.Count == 0) return; + queue.RemoveAt(0); } public void BeginProduction( string group, ProductionItem item ) { - if( production[ group ] != null ) return; - production[ group ] = item; + production[group].Add(item); } public void BuildUnit( string name ) diff --git a/OpenRa.Game/UnitOrders.cs b/OpenRa.Game/UnitOrders.cs index fa9b2b858f..ec670e62a9 100755 --- a/OpenRa.Game/UnitOrders.cs +++ b/OpenRa.Game/UnitOrders.cs @@ -19,7 +19,7 @@ namespace OpenRa.Game { var queue = order.Player.PlayerActor.traits.Get(); var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ]; - var producing = queue.Producing(Rules.UnitCategory[order.TargetString]); + var producing = queue.CurrentItem(Rules.UnitCategory[order.TargetString]); if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 ) return;