using System.Collections.Generic; using System.Linq; using IjwFramework.Collections; namespace OpenRa.Game.GameRules { class TechTree { readonly Cache> producesIndex = new Cache>( x => new List() ); public TechTree() { foreach( var b in Rules.Categories[ "Building" ] ) { var info = (BuildingInfo)Rules.UnitInfo[ b ]; foreach( var p in info.Produces ) producesIndex[ p ].Add( info ); } } public Cache> GatherBuildings( Player player ) { var ret = new Cache>( x => new List() ); foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.unitInfo is BuildingInfo ) ) ret[ b.unitInfo.Name ].Add( b ); return ret; } public bool CanBuild( UnitInfo unit, Player player, Cache> playerBuildings ) { if( unit.TechLevel == -1 ) return false; if( !unit.Owner.Any( x => x == player.Race ) ) return false; foreach( var p in unit.Prerequisite ) if( playerBuildings[ p ].Count == 0 ) return false; if( producesIndex[ Rules.UnitCategory[ unit.Name ] ].All( x => playerBuildings[ x.Name ].Count == 0 ) ) return false; return true; } public IEnumerable BuildableItems( Player player, params string[] categories ) { var playerBuildings = GatherBuildings( player ); foreach( var unit in categories.SelectMany( x => Rules.Categories[ x ] ).Select( x => Rules.UnitInfo[ x ] ) ) if( CanBuild( unit, player, playerBuildings ) ) yield return unit.Name; } public IEnumerable AllItems(Player player, params string[] categories) { return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.UnitInfo[x].Name) .Where(x => Rules.UnitInfo[x].Owner.Contains(player.Race)); /* todo: fix for dual-race scenarios (captured buildings) */ } public IEnumerable UnitBuiltAt( UnitInfo info ) { if( info.BuiltAt.Length != 0 ) return info.BuiltAt.Select( x => Rules.UnitInfo[ x.ToLowerInvariant() ] ); else return producesIndex[ Rules.UnitCategory[ info.Name ] ]; } } }