Merge branch 'cheap-queues'

This commit is contained in:
Chris Forbes
2009-12-28 16:36:47 +13:00
4 changed files with 98 additions and 77 deletions

View File

@@ -23,9 +23,9 @@ namespace OpenRa.Game
readonly SpriteRenderer buildPaletteRenderer; readonly SpriteRenderer buildPaletteRenderer;
readonly Animation cantBuild; readonly Animation cantBuild;
readonly Animation ready; readonly Animation ready;
readonly Animation clock;
readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>(); readonly List<Pair<Rectangle, Action<bool>>> buttons = new List<Pair<Rectangle, Action<bool>>>();
readonly Cache<string, Animation> clockAnimations;
readonly List<Sprite> digitSprites; readonly List<Sprite> digitSprites;
readonly Dictionary<string, Sprite[]> tabSprites; readonly Dictionary<string, Sprite[]> tabSprites;
readonly Sprite[] shimSprites; readonly Sprite[] shimSprites;
@@ -70,14 +70,6 @@ namespace OpenRa.Game
cantBuild = new Animation("clock"); cantBuild = new Animation("clock");
cantBuild.PlayFetchIndex("idle", () => 0); cantBuild.PlayFetchIndex("idle", () => 0);
clockAnimations = new Cache<string, Animation>(
s =>
{
var anim = new Animation("clock");
anim.PlayFetchIndex("idle", ClockAnimFrame(s));
return anim;
});
digitSprites = Util.MakeArray(10, a => a) digitSprites = Util.MakeArray(10, a => a)
.Select(n => new Sprite(specialBin, new Rectangle(32 + 13 * n, 0, 13, 17), TextureChannel.Alpha)).ToList(); .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 = new Animation("pips");
ready.PlayRepeating("ready"); ready.PlayRepeating("ready");
clock = new Animation("clock");
} }
public void Draw() public void Draw()
@@ -144,7 +137,7 @@ namespace OpenRa.Game
continue; continue;
} }
var producing = queue.Producing(groupName); var producing = queue.CurrentItem(groupName);
var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0; var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
@@ -173,9 +166,8 @@ namespace OpenRa.Game
void CheckDeadTab( string groupName ) void CheckDeadTab( string groupName )
{ {
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var item = queue.Producing( groupName ); foreach( var item in queue.AllItems( groupName ) )
if (item != null) Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
} }
void ChooseAvailableTab() void ChooseAvailableTab()
@@ -226,7 +218,7 @@ namespace OpenRa.Game
return () => return () =>
{ {
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group ); var producing = queue.CurrentItem( group );
if (producing == null) return 0; if (producing == null) return 0;
return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime; return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
}; };
@@ -251,50 +243,63 @@ namespace OpenRa.Game
.OrderBy(a => Rules.UnitInfo[a].TechLevel); .OrderBy(a => Rules.UnitInfo[a].TechLevel);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var currentItem = queue.Producing( queueName );
var overlayBits = new List<Pair<Sprite, float2>>(); var overlayBits = new List<Pair<Sprite, float2>>();
string tooltipItem = null; string tooltipItem = null;
//int2 tooltipPos = int2.Zero;
foreach (var item in allItems) foreach (var item in allItems)
{ {
var rect = new Rectangle(origin.X + x * 64, origin.Y + 48 * y, 64, 48); var rect = new Rectangle(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
var drawPos = Game.viewport.Location + new float2(rect.Location); var drawPos = Game.viewport.Location + new float2(rect.Location);
var isBuildingThis = currentItem != null && currentItem.Item == item; var isBuildingSomething = queue.CurrentItem(queueName) != null;
var isBuildingSomethingElse = currentItem != null && currentItem.Item != item;
buildPaletteRenderer.DrawSprite(sprites[item], drawPos, PaletteType.Chrome); buildPaletteRenderer.DrawSprite(sprites[item], drawPos, PaletteType.Chrome);
var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item);
if (rect.Contains(lastMousePos.ToPoint())) if (rect.Contains(lastMousePos.ToPoint()))
{
tooltipItem = item; tooltipItem = item;
//tooltipPos = new int2(rect.Location);
}
if (!buildableItems.Contains(item) || isBuildingSomethingElse) var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
if (isBuildingThis) if (firstOfThis != null)
{ {
clockAnimations[queueName].Tick(); clock.PlayFetchIndex( "idle",
buildPaletteRenderer.DrawSprite(clockAnimations[queueName].Image, () => (firstOfThis.TotalTime - firstOfThis.RemainingTime)
drawPos, PaletteType.Chrome); * 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"); ready.Play("ready");
overlayBits.Add(Pair.New(ready.Image, overlayPos)); overlayBits.Add(Pair.New(ready.Image, overlayPos));
} }
else if (currentItem.Paused) else if (firstOfThis.Paused)
{ {
ready.Play("hold"); ready.Play("hold");
overlayBits.Add(Pair.New(ready.Image, overlayPos)); 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; var closureItem = item;
buttons.Add(Pair.New(rect, buttons.Add(Pair.New(rect,
@@ -335,51 +340,57 @@ namespace OpenRa.Game
return y*48+9; 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) void HandleBuildPalette(string item, bool isLmb)
{ {
var player = Game.LocalPlayer; var player = Game.LocalPlayer;
var group = Rules.UnitCategory[item]; var group = Rules.UnitCategory[item];
var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group ); var producing = queue.AllItems(group).FirstOrDefault( a => a.Item == item );
Sound.Play("ramenu1.aud"); Sound.Play("ramenu1.aud");
if (isLmb) if (isLmb)
{ {
if (producing == null) if (producing != null && producing == queue.CurrentItem(group))
{
Game.controller.AddOrder(Order.StartProduction(player, item));
Sound.Play("abldgin1.aud");
}
else if (producing.Item == item)
{ {
if (producing.Done) if (producing.Done)
{ {
if (group == "Building" || group == "Defense") if (group == "Building" || group == "Defense")
Game.controller.orderGenerator = new PlaceBuilding(player.PlayerActor, item); Game.controller.orderGenerator = new PlaceBuilding(player.PlayerActor, item);
return;
} }
else
if (producing.Paused)
{
Game.controller.AddOrder(Order.PauseProduction(player, item, false)); Game.controller.AddOrder(Order.PauseProduction(player, item, false));
return;
}
} }
else
{ StartProduction(item);
Sound.Play("progres1.aud");
}
} }
else else
{ {
if (producing == null) return; if (producing != null)
if (item != producing.Item) return;
if (producing.Paused || producing.Done)
{ {
Sound.Play("cancld1.aud"); // instant cancel of things we havent really started yet, and things that are finished
Game.controller.AddOrder(Order.CancelProduction(player, item)); if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
} {
else Sound.Play("cancld1.aud");
{ Game.controller.AddOrder(Order.CancelProduction(player, item));
Sound.Play("onhold1.aud"); }
Game.controller.AddOrder(Order.PauseProduction(player, item, true)); else
{
Sound.Play("onhold1.aud");
Game.controller.AddOrder(Order.PauseProduction(player, item, true));
}
} }
} }
} }

View File

@@ -40,7 +40,7 @@ namespace OpenRa.Game
public void Tick() public void Tick()
{ {
var producing = Producer.traits.Get<Traits.ProductionQueue>().Producing( Rules.UnitCategory[ Building.Name ] ); var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building.Name ] );
if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 ) if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } ); Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
} }

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using IjwFramework.Collections;
namespace OpenRa.Game.Traits namespace OpenRa.Game.Traits
{ {
@@ -12,15 +13,13 @@ namespace OpenRa.Game.Traits
public ProductionQueue( Actor self ) public ProductionQueue( Actor self )
{ {
this.self = self; this.self = self;
foreach( var cat in Rules.Categories.Keys )
ProductionInit( cat );
} }
public void Tick( Actor self ) public void Tick( Actor self )
{ {
foreach( var p in production ) foreach( var p in production )
if( p.Value != null ) if( p.Value.Count > 0 )
p.Value.Tick( self.Owner ); (p.Value)[0].Tick( self.Owner );
} }
public Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ) public Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor )
@@ -67,51 +66,62 @@ namespace OpenRa.Game.Traits
} }
case "PauseProduction": case "PauseProduction":
{ {
var producing = Producing( Rules.UnitCategory[ order.TargetString ] ); var producing = CurrentItem( Rules.UnitCategory[ order.TargetString ] );
if( producing != null && producing.Item == order.TargetString ) if( producing != null && producing.Item == order.TargetString )
producing.Paused = ( order.TargetLocation.X != 0 ); producing.Paused = ( order.TargetLocation.X != 0 );
break; break;
} }
case "CancelProduction": case "CancelProduction":
{ {
var producing = Producing( Rules.UnitCategory[ order.TargetString ] ); CancelProduction(order.TargetString);
if( producing != null && producing.Item == order.TargetString )
CancelProduction( Rules.UnitCategory[ order.TargetString ] );
break; break;
} }
} }
} }
// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here) // Key: Production category.
readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>(); readonly Cache<string, List<ProductionItem>> production
= new Cache<string, List<ProductionItem>>( _ => new List<ProductionItem>() );
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<ProductionItem> AllItems(string category)
{ {
return production[ category ]; return production[category];
} }
public void CancelProduction( string category ) public void CancelProduction( string itemName )
{ {
var item = production[ category ]; var category = Rules.UnitCategory[itemName];
if( item == null ) return; var queue = production[ category ];
self.Owner.GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far. if (queue.Count == 0) return;
FinishProduction( category );
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 ) 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 ) public void BeginProduction( string group, ProductionItem item )
{ {
if( production[ group ] != null ) return; production[group].Add(item);
production[ group ] = item;
} }
public void BuildUnit( string name ) public void BuildUnit( string name )

View File

@@ -19,7 +19,7 @@ namespace OpenRa.Game
{ {
var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>(); var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ]; 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 ) if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return; return;