#region Copyright & License Information /* * Copyright 2007-2010 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; namespace OpenRA.Traits { public class ProductionQueueInfo : ITraitInfo { public readonly string Type = null; public float BuildSpeed = 0.4f; public readonly int LowPowerSlowdown = 3; public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); } } public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement { public readonly Actor self; public ProductionQueueInfo Info; // TODO: sync these // A list of things we are currently building List Queue = new List(); // A list of things we could possibly build, even if our race doesn't normally get it Dictionary Produceable = new Dictionary(); public ProductionQueue( Actor self, ProductionQueueInfo info ) { this.self = self; this.Info = info; } // Trait initialization bites us when queue lives on PlayerActor; delay init until first tick bool initialized = false; void Initialize() { initialized = true; var ttc = self.Owner.PlayerActor.Trait(); foreach (var a in Rules.TechTree.AllBuildables(Info.Type)) { var bi = a.Traits.Get(); // Can our race build this by satisfying normal prereqs? var buildable = bi.Owner.Contains(self.Owner.Country.Race); Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } ); if (buildable) ttc.Add( a.Name, a.Traits.Get().Prerequisites.ToList(), this ); } } public void OverrideProduction(ActorInfo type, bool buildable) { Produceable[type].Buildable = buildable; Produceable[type].Sticky = true; } public void PrerequisitesAvailable(string key) { var ps = Produceable[ Rules.Info[key] ]; if (!ps.Sticky) ps.Buildable = true; } public void PrerequisitesUnavailable(string key) { var ps = Produceable[ Rules.Info[key] ]; if (!ps.Sticky) ps.Buildable = false; } public ProductionItem CurrentItem() { return Queue.ElementAtOrDefault(0); } public IEnumerable AllQueued() { return Queue; } ActorInfo[] None = new ActorInfo[]{}; public IEnumerable AllItems() { if (!QueueActive) return None; if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().AllTech) return Produceable.Select(a => a.Key); return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key); } public IEnumerable BuildableItems() { if (!QueueActive) return None; if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().AllTech) return Produceable.Select(a => a.Key); return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key); } public bool CanBuild(ActorInfo actor) { var buildings = Rules.TechTree.GatherBuildings( self.Owner ); return Rules.TechTree.CanBuild(actor, self.Owner, buildings); } [Sync] bool QueueActive = true; public void Tick( Actor self ) { if (!initialized) Initialize(); if (self == self.Owner.PlayerActor) QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait() .Where(x => x.Trait.Info.Produces.Contains(Info.Type)) .Any(); while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) ) { self.Owner.PlayerActor.Trait().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far. FinishProduction(); } if( Queue.Count > 0 ) Queue[ 0 ].Tick( self.Owner ); } public void ResolveOrder( Actor self, Order order ) { switch( order.OrderString ) { case "StartProduction": { var unit = Rules.Info[order.TargetString]; var bi = unit.Traits.Get(); if (bi.Queue != Info.Type) return; /* Not built by this queue */ var cost = unit.Traits.Contains() ? unit.Traits.Get().Cost : 0; var time = GetBuildTime(order.TargetString); if (!BuildableItems().Any(b => b.Name == order.TargetString)) return; /* you can't build that!! */ bool hasPlayedSound = false; for (var n = 0; n < order.TargetLocation.X; n++) // repeat count { BeginProduction(new ProductionItem(this, order.TargetString, (int)time, 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": { if( Queue.Count > 0 && Queue[0].Item == order.TargetString ) Queue[0].Paused = ( order.TargetLocation.X != 0 ); break; } case "CancelProduction": { CancelProduction(order.TargetString); break; } } } public int GetBuildTime(String unitString) { var unit = Rules.Info[unitString]; if (unit == null || ! unit.Traits.Contains()) return 0; if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().FastBuild) return 0; var cost = unit.Traits.Contains() ? unit.Traits.Get().Cost : 0; var time = cost * Info.BuildSpeed * (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */ / 1000; return (int) time; } void CancelProduction( string itemName ) { if (Queue.Count == 0) return; // Nothing to do here 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.Trait().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far. FinishProduction(); } } public void FinishProduction() { if (Queue.Count == 0) return; Queue.RemoveAt(0); } void BeginProduction( ProductionItem item ) { Queue.Add(item); } static bool IsDisabledBuilding(Actor a) { var building = a.TraitOrDefault(); return building != null && building.Disabled; } void BuildUnit( string name ) { if (self == self.Owner.PlayerActor) { // original ra behavior; queue lives on PlayerActor, need to find a production structure var producers = self.World.Queries.OwnedBy[self.Owner] .WithTrait() .Where(x => x.Trait.Info.Produces.Contains(Info.Type)) .OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary. .ToArray(); if (producers.Length == 0) { CancelProduction(name); return; } foreach (var p in producers) { if (IsDisabledBuilding(p.Actor)) continue; if (p.Trait.Produce(p.Actor, Rules.Info[ name ])) { FinishProduction(); break; } } } else { // queue lives on actor; is produced at same actor var sp = self.TraitsImplementing().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault(); if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ])) FinishProduction(); } } } public class ProductionState { public bool Visible = false; public bool Buildable = false; public bool Sticky = false; } public class ProductionItem { public readonly string Item; public readonly ProductionQueue Queue; 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(ProductionQueue queue, string item, int time, int cost, Action onComplete) { if (time <= 0) time = 1; Item = item; RemainingTime = TotalTime = time; RemainingCost = TotalCost = cost; OnComplete = onComplete; Queue = queue; 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.Trait().GetPowerState() != PowerState.Normal) { if (--slowdown <= 0) slowdown = Queue.Info.LowPowerSlowdown; else return; } var costThisFrame = RemainingCost / RemainingTime; if (costThisFrame != 0 && !player.PlayerActor.Trait().TakeCash(costThisFrame)) return; RemainingCost -= costThisFrame; RemainingTime -= 1; if (RemainingTime > 0) return; Done = true; } } }