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

@@ -53,6 +53,7 @@ namespace OpenRa.Game
public void AddLine(Color c, string from, string text)
{
Log.Write( "Chat: {0}: {1}", from, text );
recentLines.Add(Tuple.New(c, from, text));
Sound.Play("rabeep1.aud");
while (recentLines.Count > logLength) recentLines.RemoveAt(0);

View File

@@ -108,6 +108,8 @@ namespace OpenRa.Game
if (currentTab == null || !Rules.TechTree.BuildableItems(Game.LocalPlayer, currentTab).Any())
ChooseAvailableTab();
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
foreach (var q in tabSprites)
{
var groupName = q.Key;
@@ -117,7 +119,7 @@ namespace OpenRa.Game
continue;
}
var producing = Game.LocalPlayer.Producing(groupName);
var producing = queue.Producing(groupName);
var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
chromeRenderer.DrawSprite(q.Value[index], new float2(x, y), 0);
@@ -134,7 +136,8 @@ namespace OpenRa.Game
void CheckDeadTab( string groupName )
{
var item = Game.LocalPlayer.Producing(groupName);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var item = queue.Producing( groupName );
if (item != null)
Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
}
@@ -186,7 +189,8 @@ namespace OpenRa.Game
{
return () =>
{
var producing = Game.LocalPlayer.Producing(group);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group );
if (producing == null) return 0;
return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
};
@@ -195,7 +199,7 @@ namespace OpenRa.Game
void DrawBuildPalette(string queueName)
{
if (queueName == null) return;
var buildItem = Game.LocalPlayer.Producing(queueName);
var x = 0;
var y = 0;
@@ -205,7 +209,8 @@ namespace OpenRa.Game
.Where(a => Rules.UnitInfo[a].TechLevel != -1)
.OrderBy(a => Rules.UnitInfo[a].TechLevel);
var currentItem = Game.LocalPlayer.Producing(queueName);
var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
var currentItem = queue.Producing( queueName );
var overlayBits = new List<Pair<Sprite, float2>>();
@@ -272,7 +277,8 @@ namespace OpenRa.Game
{
var player = Game.LocalPlayer;
var group = Rules.UnitCategory[item];
var producing = player.Producing(group);
var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.Producing( group );
Sound.Play("ramenu1.aud");

View File

@@ -278,24 +278,5 @@ namespace OpenRa.Game
return Game.PathFinder.FindPath(search).Count != 0;
}
public static void BuildUnit(Player player, string name)
{
var newUnitType = Rules.UnitInfo[ name ];
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
// TODO: choose producer based on "primary building"
var producer = world.Actors
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == player )
.FirstOrDefault();
if (producer == null)
{
player.CancelProduction(Rules.UnitCategory[name]);
return;
}
if( producer.traits.WithInterface<IProducer>().Any( p => p.Produce( producer, newUnitType ) ) )
player.FinishProduction(Rules.UnitCategory[name]);
}
}
}

View File

@@ -34,7 +34,7 @@ namespace OpenRa.Game
public void Tick()
{
var producing = Owner.Producing( Rules.UnitCategory[ Building.Name ] );
var producing = Owner.PlayerActor.traits.Get<Traits.ProductionQueue>().Producing( Rules.UnitCategory[ Building.Name ] );
if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}

View File

@@ -35,9 +35,6 @@ namespace OpenRa.Game
this.Ore = 0;
this.DisplayCash = 0;
this.powerProvided = this.powerDrained = 0;
foreach( var cat in Rules.Categories.Keys )
ProductionInit( cat );
}
void UpdatePower()
@@ -127,10 +124,6 @@ namespace OpenRa.Game
{
UpdatePower();
foreach( var p in production )
if( p.Value != null )
p.Value.Tick( this );
if (this == Game.LocalPlayer)
{
var totalMoney = Cash + Ore;
@@ -149,37 +142,5 @@ namespace OpenRa.Game
}
}
}
// 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>();
public 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;
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;
}
}
}

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 ] );
}
}
}

View File

@@ -36,8 +36,9 @@ namespace OpenRa.Game
{
Game.world.AddFrameEndTask( _ =>
{
var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
var producing = order.Player.Producing(Rules.UnitCategory[order.TargetString]);
var producing = queue.Producing(Rules.UnitCategory[order.TargetString]);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
@@ -50,7 +51,7 @@ namespace OpenRa.Game
Sound.Play("build5.aud");
}
order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
queue.FinishProduction(Rules.UnitCategory[building.Name]);
} );
break;
}