Add production support to the new Lua API
This commit is contained in:
@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.",
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[Desc("Attach this to the player actor (not a building!) to define a new shared build queue.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Scripting
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{
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public TriggerGlobal(ScriptContext context) : base(context) { }
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static ScriptTriggers GetScriptTriggers(Actor a)
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public static ScriptTriggers GetScriptTriggers(Actor a)
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{
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var events = a.TraitOrDefault<ScriptTriggers>();
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if (events == null)
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@@ -9,6 +9,10 @@
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#endregion
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using Eluant;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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@@ -37,4 +41,234 @@ namespace OpenRA.Mods.RA.Scripting
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self.QueueActivity(new WaitFor(() => p.Produce(self, actorInfo, raceVariant)));
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}
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}
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[ScriptPropertyGroup("Production")]
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public class RallyPointProperties : ScriptActorProperties, Requires<RallyPointInfo>
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{
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readonly RallyPoint rp;
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public RallyPointProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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rp = self.Trait<RallyPoint>();
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}
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[Desc("Query or set a factory's rally point")]
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public CPos RallyPoint
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{
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get { return rp.Location; }
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set { rp.Location = value; }
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}
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}
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[ScriptPropertyGroup("Production")]
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public class PrimaryBuildingProperties : ScriptActorProperties, Requires<PrimaryBuildingInfo>
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{
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readonly PrimaryBuilding pb;
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public PrimaryBuildingProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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pb = self.Trait<PrimaryBuilding>();
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}
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[Desc("Query or set the factory's primary building status")]
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public bool IsPrimaryBuilding
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{
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get { return pb.IsPrimary; }
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set { pb.SetPrimaryProducer(self, value); }
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}
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}
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[ScriptPropertyGroup("Production")]
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public class ProductionQueueProperties : ScriptActorProperties, Requires<ProductionQueueInfo>, Requires<ScriptTriggersInfo>
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{
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readonly List<ProductionQueue> queues;
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readonly ScriptTriggers triggers;
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public ProductionQueueProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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queues = self.TraitsImplementing<ProductionQueue>().Where(q => q.Enabled).ToList();
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triggers = TriggerGlobal.GetScriptTriggers(self);
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}
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[Desc("Build the specified set of actors using a TD-style (per building) production queue. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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return false;
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var queue = queues.Where(q => actorTypes.All(t => GetBuildableInfo(t).Queue.Contains(q.Info.Type)))
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.FirstOrDefault(q => q.CurrentItem() == null);
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if (queue == null)
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return false;
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if (actionFunc != null)
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{
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var playerIndex = self.Owner.ClientIndex;
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var squadSize = actorTypes.Length;
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var squad = new List<Actor>();
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var func = actionFunc.CopyReference() as LuaFunction;
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Action<Actor, Actor> productionHandler = (_, __) => { };
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productionHandler = (factory, unit) =>
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{
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if (playerIndex != factory.Owner.ClientIndex)
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{
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triggers.OnProducedInternal -= productionHandler;
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return;
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}
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squad.Add(unit);
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if (squad.Count >= squadSize)
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{
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using (func)
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using (var luaSquad = squad.Where(u => !u.IsDead()).ToArray().ToLuaValue(context))
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func.Call(luaSquad).Dispose();
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triggers.OnProducedInternal -= productionHandler;
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}
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};
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triggers.OnProducedInternal += productionHandler;
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}
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foreach (var actorType in actorTypes)
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queue.ResolveOrder(self, Order.StartProduction(self, actorType, 1));
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return true;
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}
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[Desc("Checks whether the factory is currently producing anything on the queue that produces this type of actor.")]
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public bool IsProducing(string actorType)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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return true;
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return queues.Where(q => GetBuildableInfo(actorType).Queue.Contains(q.Info.Type))
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.Any(q => q.CurrentItem() != null);
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}
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BuildableInfo GetBuildableInfo(string actorType)
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{
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var ri = self.World.Map.Rules.Actors[actorType];
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var bi = ri.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
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else
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return bi;
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}
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}
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[ScriptPropertyGroup("Production")]
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public class ClassicProductionQueueProperties : ScriptPlayerProperties, Requires<ClassicProductionQueueInfo>, Requires<ScriptTriggersInfo>
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{
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readonly Dictionary<string, Action<Actor, Actor>> productionHandlers;
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readonly Dictionary<string, ClassicProductionQueue> queues;
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public ClassicProductionQueueProperties(ScriptContext context, Player player)
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: base(context, player)
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{
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productionHandlers = new Dictionary<string, Action<Actor, Actor>>();
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queues = new Dictionary<string, ClassicProductionQueue>();
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foreach (var q in player.PlayerActor.TraitsImplementing<ClassicProductionQueue>().Where(q => q.Enabled))
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queues.Add(q.Info.Type, q);
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Action<Actor, Actor> globalProductionHandler = (factory, unit) =>
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{
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if (factory.Owner != player)
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return;
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var queue = GetBuildableInfo(unit.Info.Name).Queue.First();
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if (productionHandlers.ContainsKey(queue))
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productionHandlers[queue](factory, unit);
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};
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var triggers = TriggerGlobal.GetScriptTriggers(player.PlayerActor);
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triggers.OnOtherProducedInternal += globalProductionHandler;
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}
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[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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var typeToQueueMap = new Dictionary<string, string>();
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foreach (var actorType in actorTypes.Distinct())
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typeToQueueMap.Add(actorType, GetBuildableInfo(actorType).Queue.First());
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var queueTypes = typeToQueueMap.Values.Distinct();
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if (queueTypes.Any(t => !queues.ContainsKey(t) || productionHandlers.ContainsKey(t)))
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return false;
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if (queueTypes.Any(t => queues[t].CurrentItem() != null))
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return false;
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if (actionFunc != null)
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{
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var squadSize = actorTypes.Length;
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var squad = new List<Actor>();
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var func = actionFunc.CopyReference() as LuaFunction;
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Action<Actor, Actor> productionHandler = (factory, unit) =>
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{
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squad.Add(unit);
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if (squad.Count >= squadSize)
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{
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using (func)
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using (var luaSquad = squad.Where(u => !u.IsDead()).ToArray().ToLuaValue(context))
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func.Call(luaSquad).Dispose();
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foreach (var q in queueTypes)
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productionHandlers.Remove(q);
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}
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};
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foreach (var q in queueTypes)
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productionHandlers.Add(q, productionHandler);
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}
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foreach (var actorType in actorTypes)
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{
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var queue = queues[typeToQueueMap[actorType]];
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queue.ResolveOrder(queue.Actor, Order.StartProduction(queue.Actor, actorType, 1));
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}
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return true;
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}
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[Desc("Checks whether the player is currently producing anything on the queue that produces this type of actor.")]
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public bool IsProducing(string actorType)
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{
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var queue = GetBuildableInfo(actorType).Queue.First();
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if (!queues.ContainsKey(queue))
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return true;
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return productionHandlers.ContainsKey(queue) || queues[queue].CurrentItem() != null;
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}
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BuildableInfo GetBuildableInfo(string actorType)
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{
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var ri = player.World.Map.Rules.Actors[actorType];
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var bi = ri.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
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else
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return bi;
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}
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}
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}
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@@ -18,8 +18,8 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Scripting
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{
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public enum Trigger { OnIdle, OnDamaged, OnKilled, OnProduction, OnPlayerWon, OnPlayerLost, OnObjectiveAdded,
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OnObjectiveCompleted, OnObjectiveFailed, OnCapture, OnAddedToWorld, OnRemovedFromWorld };
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public enum Trigger { OnIdle, OnDamaged, OnKilled, OnProduction, OnOtherProduction, OnPlayerWon, OnPlayerLost,
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OnObjectiveAdded, OnObjectiveCompleted, OnObjectiveFailed, OnCapture, OnAddedToWorld, OnRemovedFromWorld };
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[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
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public class ScriptTriggersInfo : ITraitInfo
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@@ -27,12 +27,14 @@ namespace OpenRA.Mods.RA.Scripting
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public object Create(ActorInitializer init) { return new ScriptTriggers(init.world); }
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}
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public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, INotifyObjectivesUpdated, INotifyCapture, INotifyAddedToWorld, INotifyRemovedFromWorld, IDisposable
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public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, INotifyOtherProduction, INotifyObjectivesUpdated, INotifyCapture, INotifyAddedToWorld, INotifyRemovedFromWorld, IDisposable
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{
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readonly World world;
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public event Action<Actor> OnKilledInternal = _ => { };
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public event Action<Actor> OnRemovedInternal = _ => { };
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public event Action<Actor, Actor> OnProducedInternal = (a, b) => { };
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public event Action<Actor, Actor> OnOtherProducedInternal = (a, b) => { };
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public Dictionary<Trigger, List<Pair<LuaFunction, ScriptContext>>> Triggers = new Dictionary<Trigger, List<Pair<LuaFunction, ScriptContext>>>();
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@@ -108,6 +110,7 @@ namespace OpenRA.Mods.RA.Scripting
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public void UnitProduced(Actor self, Actor other, CPos exit)
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{
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// Run Lua callbacks
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foreach (var f in Triggers[Trigger.OnProduction])
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{
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try
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@@ -122,6 +125,9 @@ namespace OpenRA.Mods.RA.Scripting
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return;
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}
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}
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// Run any internally bound callbacks
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OnProducedInternal(self, other);
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}
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public void OnPlayerWon(Player player)
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@@ -270,6 +276,28 @@ namespace OpenRA.Mods.RA.Scripting
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OnRemovedInternal(self);
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}
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public void UnitProducedByOther(Actor self, Actor producee, Actor produced)
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{
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// Run Lua callbacks
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foreach (var f in Triggers[Trigger.OnOtherProduction])
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{
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try
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{
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using (var a = producee.ToLuaValue(f.Second))
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using (var b = produced.ToLuaValue(f.Second))
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f.First.Call(a, b).Dispose();
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}
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catch (Exception ex)
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{
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f.Second.FatalError(ex.Message);
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return;
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}
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}
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// Run any internally bound callbacks
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OnOtherProducedInternal(producee, produced);
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}
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public void Clear(Trigger trigger)
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{
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world.AddFrameEndTask(w =>
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