working on letting _any_ actor be a production-queue. (chrome still needs work)

This commit is contained in:
Bob
2009-12-15 22:59:48 +13:00
parent 47d5b8508c
commit e505726a8b
7 changed files with 86 additions and 73 deletions

View File

@@ -5,11 +5,22 @@ using System.Text;
namespace OpenRa.Game.Traits
{
class ProductionQueue : IOrder
class ProductionQueue : IOrder, ITick
{
Actor self;
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 );
}
public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
@@ -38,7 +49,7 @@ namespace OpenRa.Game.Traits
bool hasPlayedSound = false;
order.Player.BeginProduction( group,
BeginProduction( group,
new ProductionItem( order.TargetString, (int)time, ui.Cost,
() => Game.world.AddFrameEndTask(
_ =>
@@ -50,25 +61,77 @@ namespace OpenRa.Game.Traits
hasPlayedSound = true;
}
if( !isBuilding )
Game.BuildUnit( order.Player, order.TargetString );
BuildUnit( order.TargetString );
} ) ) );
break;
}
case "PauseProduction":
{
var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
if( producing != null && producing.Item == order.TargetString )
producing.Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
if( producing != null && producing.Item == order.TargetString )
order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
CancelProduction( Rules.UnitCategory[ 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<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
void ProductionInit( string category )
{
production.Add( category, null );
}
public ProductionItem Producing( string category )
{
return production[ category ];
}
public void CancelProduction( string category )
{
var item = production[ category ];
if( item == null ) return;
self.Owner.GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
FinishProduction( category );
}
public void FinishProduction( string category )
{
production[ category ] = null;
}
public void BeginProduction( string group, ProductionItem item )
{
if( production[ group ] != null ) return;
production[ group ] = item;
}
public void BuildUnit( string name )
{
var newUnitType = Rules.UnitInfo[ name ];
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
// TODO: choose producer based on "primary building"
var producer = Game.world.Actors
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
.FirstOrDefault();
if( producer == null )
{
CancelProduction( Rules.UnitCategory[ name ] );
return;
}
if( producer.traits.WithInterface<IProducer>().Any( p => p.Produce( producer, newUnitType ) ) )
FinishProduction( Rules.UnitCategory[ name ] );
}
}
}