#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; namespace OpenRA.Traits { class ProductionQueueInfo : ITraitInfo { public readonly float BuildSpeed = 0.4f; public readonly int LowPowerSlowdown = 3; public object Create(Actor self) { return new ProductionQueue(self); } } class ProductionQueue : IResolveOrder, ITick { Actor self; public ProductionQueue( Actor self ) { this.self = self; } public void Tick( Actor self ) { foreach( var p in production ) { while( p.Value.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, p.Key ).Contains( p.Value[ 0 ].Item ) ) { self.Owner.PlayerActor.traits.Get().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far. FinishProduction(p.Key); } if( p.Value.Count > 0 ) ( p.Value )[ 0 ].Tick( self.Owner ); } } public void ResolveOrder( Actor self, Order order ) { switch( order.OrderString ) { case "StartProduction": { for (var n = 0; n < order.TargetLocation.X; n++) // repeat count { var unit = Rules.Info[order.TargetString]; var ui = unit.Traits.Get(); var time = ui.Cost * self.Owner.PlayerActor.Info.Traits.Get().BuildSpeed /* todo: country-specific build speed bonus */ * (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */ / 1000; if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString)) return; /* you can't build that!! */ bool hasPlayedSound = false; BeginProduction(unit.Category, new ProductionItem(order.TargetString, (int)time, ui.Cost, () => self.World.AddFrameEndTask( _ => { var isBuilding = unit.Traits.Contains(); if (!hasPlayedSound) { var eva = self.World.WorldActor.Info.Traits.Get(); Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio); hasPlayedSound = true; } if (!isBuilding) BuildUnit(order.TargetString); }))); } break; } case "PauseProduction": { var producing = CurrentItem( Rules.Info[ order.TargetString ].Category ); if( producing != null && producing.Item == order.TargetString ) producing.Paused = ( order.TargetLocation.X != 0 ); break; } case "CancelProduction": { CancelProduction(order.TargetString); break; } } } // Key: Production category. // TODO: sync this readonly Cache> production = new Cache>( _ => new List() ); public ProductionItem CurrentItem(string category) { return production[category].ElementAtOrDefault(0); } public IEnumerable AllItems(string category) { return production[category]; } void CancelProduction( string itemName ) { var category = Rules.Info[itemName].Category; var queue = production[ category ]; if (queue.Count == 0) return; 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.traits.Get().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far. FinishProduction(category); } } public void FinishProduction( string category ) { var queue = production[category]; if (queue.Count == 0) return; queue.RemoveAt(0); } void BeginProduction( string group, ProductionItem item ) { production[group].Add(item); } void BuildUnit( string name ) { var newUnitType = Rules.Info[ name ]; var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType ); Actor producer = null; // Prioritise primary structure in build order var primaryProducers = self.World.Queries.OwnedBy[self.Owner] .WithTrait() .Where(x => producerTypes.Contains(x.Actor.Info) && x.Trait.IsPrimary); foreach (var p in primaryProducers) { // Ignore buildings that are disabled if (p.Actor.traits.Contains() && p.Actor.traits.Get().Disabled) continue; producer = p.Actor; break; } // TODO: Be smart about disabled buildings. Units in progress should be paused(?) // Ignore this for now // Pick the first available producer if (producer == null) { producer = self.World.Queries.OwnedBy[self.Owner] .Where( x => producerTypes.Contains( x.Info ) ) .FirstOrDefault(); } // Something went wrong somewhere... if( producer == null ) { CancelProduction( name ); return; } if( producer.traits.WithInterface().Any( p => p.Produce( producer, newUnitType ) ) ) FinishProduction( newUnitType.Category ); } } class ProductionItem { public readonly string Item; 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(string item, int time, int cost, Action onComplete) { if (time <= 0) time = 1; Item = item; RemainingTime = TotalTime = time; RemainingCost = TotalCost = cost; OnComplete = onComplete; Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost); } public void Tick(Player player) { if (Done) { if (OnComplete != null) OnComplete(); return; } if (Paused) return; if (player.PlayerActor.traits.Get().GetPowerState() != PowerState.Normal) { if (--slowdown <= 0) slowdown = player.PlayerActor.Info.Traits.Get().LowPowerSlowdown; else return; } var costThisFrame = RemainingCost / RemainingTime; if (costThisFrame != 0 && !player.PlayerActor.traits.Get().TakeCash(costThisFrame)) return; RemainingCost -= costThisFrame; RemainingTime -= 1; if (RemainingTime > 0) return; Done = true; } } }