#region Copyright & License Information /* * Copyright 2007-2011 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 COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class TechTreeInfo : ITraitInfo { public object Create(ActorInitializer init) { return new TechTree(init);} } public class TechTree { readonly List watchers = new List(); readonly Player player; public TechTree(ActorInitializer init) { player = init.self.Owner; init.world.ActorAdded += ActorChanged; init.world.ActorRemoved += ActorChanged; } public void ActorChanged(Actor a) { var bi = a.Info.Traits.GetOrDefault(); if (a.Owner == player && (a.HasTrait() || (bi != null && bi.BuildLimit > 0))) Update(); } public void Update() { var buildables = GatherBuildables(player); foreach(var w in watchers) w.Update(buildables); } public void Add(string key, BuildableInfo info, ITechTreeElement tte) { watchers.Add(new Watcher( key, info, tte )); } public void Remove(string key) { watchers.RemoveAll(x => x.key == key); } static Cache> GatherBuildables( Player player ) { var ret = new Cache>( x => new List() ); if (player == null) return ret; // Add buildables that provide prerequisites foreach (var b in player.World.ActorsWithTrait() .Where(a => a.Actor.IsInWorld && !a.Actor.IsDead() && a.Actor.Owner == player)) foreach (var p in b.Trait.ProvidesPrerequisites) ret[ p ].Add( b.Actor ); // Add buildables that have a build limit set and are not already in the list player.World.ActorsWithTrait() .Where(a => a.Actor.Info.Traits.Get().BuildLimit > 0 && !a.Actor.IsDead() && a.Actor.Owner == player && ret.Keys.All(k => k != a.Actor.Info.Name)) .ToList() .ForEach(b => ret[b.Actor.Info.Name].Add(b.Actor)); return ret; } class Watcher { public readonly string key; // strings may be either actor type, or "alternate name" key public readonly string[] prerequisites; public readonly ITechTreeElement watcher; bool hasPrerequisites; int buildLimit; public Watcher(string key, BuildableInfo info, ITechTreeElement watcher) { this.key = key; this.prerequisites = info.Prerequisites; this.watcher = watcher; this.hasPrerequisites = false; this.buildLimit = info.BuildLimit; } bool HasPrerequisites(Cache> buildables) { return prerequisites.All(p => !(p.StartsWith("!") ^ !buildables.Keys.Contains(p.Replace("!", "")))); } public void Update(Cache> buildables) { var hasReachedBuildLimit = buildLimit > 0 && buildables[key].Count >= buildLimit; var nowHasPrerequisites = HasPrerequisites(buildables) && !hasReachedBuildLimit; if( nowHasPrerequisites && !hasPrerequisites ) watcher.PrerequisitesAvailable(key); if( !nowHasPrerequisites && hasPrerequisites ) watcher.PrerequisitesUnavailable(key); hasPrerequisites = nowHasPrerequisites; } } } public class ProvidesCustomPrerequisiteInfo : ITraitInfo { public readonly string Prerequisite; public object Create(ActorInitializer init) { return new ProvidesCustomPrerequisite(this);} } public class ProvidesCustomPrerequisite : ITechTreePrerequisite { ProvidesCustomPrerequisiteInfo Info; public IEnumerable ProvidesPrerequisites { get { yield return Info.Prerequisite; } } public ProvidesCustomPrerequisite(ProvidesCustomPrerequisiteInfo info) { Info = info; } } }