moved traits from engine into mod

This commit is contained in:
Bob
2010-09-20 20:56:11 +12:00
parent 65515d54af
commit aff6889995
15 changed files with 43 additions and 44 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>, ITraitPrerequisite<PlayerResourcesInfo>
{
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
}
public class ClassicProductionQueue : ProductionQueue
{
public ClassicProductionQueue( Actor self, ClassicProductionQueueInfo info )
: base(self, self, info as ProductionQueueInfo) {}
[Sync] bool QueueActive = true;
public override void Tick( Actor self )
{
QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.Any();
base.Tick(self);
}
ActorInfo[] None = new ActorInfo[]{};
public override IEnumerable<ActorInfo> AllItems()
{
return QueueActive ? base.AllItems() : None;
}
public override IEnumerable<ActorInfo> BuildableItems()
{
return QueueActive ? base.BuildableItems() : None;
}
protected override void BuildUnit( string name )
{
// Find a production structure to build this actor
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ); // prioritize the primary.
if (producers.Count() == 0)
{
CancelProduction(name);
return;
}
foreach (var p in producers)
{
if (IsDisabledBuilding(p.Actor)) continue;
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction();
break;
}
}
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
class PlaceBuilding : IResolveOrder
{
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
{
self.World.AddFrameEndTask(w =>
{
var prevItems = GetNumBuildables(self.Owner);
// Find the queue with the target actor
var queue = w.Queries.WithTraitMultiple<ProductionQueue>()
.Where(p => p.Actor.Owner == self.Owner &&
p.Trait.CurrentItem() != null &&
p.Trait.CurrentItem().Item == order.TargetString &&
p.Trait.CurrentItem().RemainingTime == 0)
.Select(p => p.Trait)
.FirstOrDefault();
if (queue == null)
return;
var unit = Rules.Info[order.TargetString];
var buildingInfo = unit.Traits.Get<BuildingInfo>();
if (order.OrderString == "LineBuild")
{
bool playSounds = true;
foreach (var t in LineBuildUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
{
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit( t ),
new OwnerInit( order.Player ),
});
if (playSounds)
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
playSounds = false;
}
}
else
{
var building = w.CreateActor(order.TargetString, new TypeDictionary
{
new LocationInit( order.TargetLocation ),
new OwnerInit( order.Player ),
});
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
}
PlayBuildAnim( self, unit );
queue.FinishProduction();
if (GetNumBuildables(self.Owner) > prevItems)
w.Add(new DelayedAction(10,
() => Sound.PlayToPlayer(order.Player,
w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
});
}
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim( Actor self, ActorInfo unit )
{
var bi = unit.Traits.GetOrDefault<BuildableInfo>();
if (bi == null)
return;
var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
.ToList();
var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
.FirstOrDefault();
if( producer.Actor != null )
producer.Actor.TraitsImplementing<RenderSimple>().First().PlayCustomAnim( producer.Actor, "build" );
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
return p.World.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p)
.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class ProductionQueueInfo : ITraitInfo
{
public readonly string Type = null;
public float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement
{
public readonly Actor self;
public ProductionQueueInfo Info;
readonly PowerManager PlayerPower;
readonly PlayerResources PlayerResources;
// 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, Actor playerActor, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
PlayerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in 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 );
}
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return Rules.Info.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => x.Traits.Contains<BuildableInfo>() )
.Where( x => x.Traits.Get<BuildableInfo>().Queue == category );
}
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 Queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return Queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
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 virtual IEnumerable<ActorInfo> BuildableItems()
{
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)
{
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
}
public virtual void Tick( Actor self )
{
while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if( Queue.Count > 0 )
Queue[ 0 ].Tick( PlayerResources, PlayerPower );
}
public void ResolveOrder( Actor self, Order order )
{
switch( order.OrderString )
{
case "StartProduction":
{
var unit = Rules.Info[order.TargetString];
var bi = unit.Traits.Get<BuildableInfo>();
if (bi.Queue != Info.Type)
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (!BuildableItems().Any(b => b.Name == order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
() => self.World.AddFrameEndTask(
_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (!hasPlayedSound)
{
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio);
hasPlayedSound = true;
}
if (!isBuilding)
BuildUnit(order.TargetString);
})));
}
break;
}
case "PauseProduction":
{
if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
Queue[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString);
break;
}
}
}
public int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = cost
* Info.BuildSpeed
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
return (int) time;
}
protected void CancelProduction( string itemName )
{
if (Queue.Count == 0)
return; // Nothing to do here
var lastIndex = Queue.FindLastIndex( a => a.Item == itemName );
if (lastIndex > 0)
Queue.RemoveAt(lastIndex);
else if( lastIndex == 0 )
{
var item = Queue[0];
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
FinishProduction();
}
}
public void FinishProduction()
{
if (Queue.Count == 0) return;
Queue.RemoveAt(0);
}
protected void BeginProduction( ProductionItem item )
{
Queue.Add(item);
}
protected static bool IsDisabledBuilding(Actor a)
{
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
}
protected virtual void BuildUnit( string name )
{
// queue lives on actor; is produced at same actor
var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
FinishProduction();
}
}
public class ProductionState
{
public bool Visible = false;
public bool Buildable = false;
public bool Sticky = false;
}
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
public readonly int TotalTime;
public readonly int TotalCost;
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public bool Paused = false, Done = false;
public Action OnComplete;
int slowdown = 0;
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
{
if (time <= 0) time = 1;
Item = item;
RemainingTime = TotalTime = time;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(PlayerResources pr, PowerManager pm)
{
if (Done)
{
if (OnComplete != null) OnComplete();
return;
}
if (Paused) return;
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
Done = true;
}
}
}