#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; using System.Collections.Generic; using System.Linq; using OpenRA.Mods.RA.Buildings; using OpenRA.Traits; using OpenRA.FileFormats; namespace OpenRA.Mods.RA { [Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.", "If one builds another actor of this type, he will get a separate queue to create two actors", "at the same time. Will only work together with the Production: trait.")] public class ProductionQueueInfo : ITraitInfo { [Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")] public readonly string Type = null; [Desc("Group queues from separate buildings together into the same tab.")] public readonly string Group = null; [Desc("This value is used to translate the unit cost into build time.")] public float BuildSpeedModifier = 0.4f; [Desc("The build time is multiplied with this value on low power.")] public readonly int LowPowerSlowdown = 3; [Desc("Notification played when production is complete.", "The filename of the audio is defined per faction in notifications.yaml.")] public readonly string ReadyAudio = "UnitReady"; [Desc("Notification played when you can't train another unit", "when the build limit exceeded or the exit is jammed.", "The filename of the audio is defined per faction in notifications.yaml.")] public readonly string BlockedAudio = "NoBuild"; [Desc("Notification played when user clicks on the build palette icon.", "The filename of the audio is defined per faction in notifications.yaml.")] public readonly string QueuedAudio = "Training"; [Desc("Notification played when player right-clicks on the build palette icon.", "The filename of the audio is defined per faction in notifications.yaml.")] public readonly string OnHoldAudio = "OnHold"; [Desc("Notification played when player right-clicks on a build palette icon that is already on hold.", "The filename of the audio is defined per faction in notifications.yaml.")] public readonly string CancelledAudio = "Cancelled"; public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); } } public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, INotifyKilled, INotifySold, ISync, INotifyTransform { public readonly Actor self; public ProductionQueueInfo Info; PowerManager PlayerPower; PlayerResources playerResources; readonly CountryInfo Race; // A list of things we are currently building public List Queue = new List(); [Sync] public int QueueLength { get { return Queue.Count; } } [Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } } [Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } } [Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } } [Sync] public bool CurrentPaused { get { return QueueLength != 0 && Queue[0].Paused; } } [Sync] public bool CurrentDone { get { return QueueLength != 0 && Queue[0].Done; } } // A list of things we could possibly build, even if our race doesn't normally get it public Dictionary Produceable; public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info ) { this.self = self; this.Info = info; playerResources = playerActor.Trait(); PlayerPower = playerActor.Trait(); Race = self.Owner.Country; Produceable = InitTech(playerActor); } void ClearQueue() { if (Queue.Count == 0) return; // Refund the current item playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); Queue.Clear(); } public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner) { PlayerPower = newOwner.PlayerActor.Trait(); playerResources = newOwner.PlayerActor.Trait(); ClearQueue(); // Produceable contains the tech from the original owner - this is desired so we don't clear it. Produceable = InitTech(self.Owner.PlayerActor); // Force a third(!) tech tree update to ensure that prerequisites are correct. // The first two updates are triggered by adding/removing the actor when // changing ownership, *before* the new techtree watchers have been set up. // This is crap. self.Owner.PlayerActor.Trait().Update(); } public void Killed(Actor killed, AttackInfo e) { if (killed == self) ClearQueue(); } public void Selling(Actor self) {} public void Sold(Actor self) { ClearQueue(); } public void OnTransform(Actor self) { ClearQueue(); } Dictionary InitTech(Actor playerActor) { var tech = new Dictionary(); var ttc = playerActor.Trait(); foreach (var a in AllBuildables(Info.Type)) { var bi = a.Traits.Get(); // Can our race build this by satisfying normal prereqs? var buildable = bi.Owner.Contains(Race.Race); tech.Add(a, new ProductionState { Visible = buildable && !bi.Hidden }); if (buildable) ttc.Add(a.Name, bi, this); } return tech; } IEnumerable AllBuildables(string category) { return Rules.Info.Values .Where( x => x.Name[ 0 ] != '^' ) .Where( x => x.Traits.Contains() ) .Where( x => x.Traits.Get().Queue == category ); } 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; } public virtual IEnumerable AllItems() { if (self.World.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 virtual IEnumerable BuildableItems() { if (self.World.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) { return Produceable.ContainsKey(actor) && Produceable[actor].Buildable; } public virtual void Tick(Actor self) { while (Queue.Count > 0 && BuildableItems().All(b => b.Name != Queue[ 0 ].Item)) { playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far. FinishProduction(); } if (Queue.Count > 0) Queue[ 0 ].Tick(playerResources); } 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().All(b => b.Name != order.TargetString)) return; /* you can't build that!! */ // Check if the player is trying to build more units that they are allowed if (bi.BuildLimit > 0) { var inQueue = Queue.Count(pi => pi.Item == order.TargetString); var owned = self.Owner.World.ActorsWithTrait().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner); if (inQueue + owned >= bi.BuildLimit) { Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race); return; } } for (var n = 0; n < order.TargetLocation.X; n++) // repeat count { bool hasPlayedSound = false; BeginProduction(new ProductionItem(this, order.TargetString, time, cost, PlayerPower, () => self.World.AddFrameEndTask( _ => { var isBuilding = unit.Traits.Contains(); if (isBuilding && !hasPlayedSound) { hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race); } else if (!isBuilding) { if (BuildUnit(order.TargetString)) Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race); else if (!hasPlayedSound && time > 0) { hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race); } } }))); } 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,order.TargetLocation.X); break; } } } virtual public int GetBuildTime(String unitString) { var unit = Rules.Info[unitString]; if (unit == null || ! unit.Traits.Contains()) return 0; if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().FastBuild) return 0; var time = unit.GetBuildTime() * Info.BuildSpeedModifier; return (int) time; } protected void CancelProduction(string itemName, int numberToCancel) { for (var i = 0; i < numberToCancel; i++) CancelProductionInner(itemName); } void CancelProductionInner(string itemName) { var lastIndex = Queue.FindLastIndex(a => a.Item == itemName); if (lastIndex > 0) Queue.RemoveAt(lastIndex); else if (lastIndex == 0) { var item = Queue[0]; playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid FinishProduction(); } } public void FinishProduction() { if (Queue.Count == 0) return; Queue.RemoveAt(0); } protected void BeginProduction( ProductionItem item ) { Queue.Add(item); } // Builds a unit from the actor that holds this queue (1 queue per building) // Returns false if the unit can't be built protected virtual bool BuildUnit( string name ) { // Cannot produce if i'm dead if (!self.IsInWorld || self.IsDead()) { CancelProduction(name, 1); return true; } var sp = self.TraitsImplementing().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type)); if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[ name ])) { FinishProduction(); return true; } return false; } } 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; readonly PowerManager pm; public readonly int TotalTime; public readonly int TotalCost; public int RemainingTime { get; private set; } public int RemainingCost { get; private set; } public int RemainingTimeActual { get { return (pm.PowerState == PowerState.Normal) ? RemainingTime : RemainingTime * Queue.Info.LowPowerSlowdown; } } public bool Paused = false, Done = false; public Action OnComplete; public int slowdown = 0; public ProductionItem(ProductionQueue queue, string item, int time, int cost, PowerManager pm, Action onComplete) { if (time <= 0) time = 1; Item = item; RemainingTime = TotalTime = time; RemainingCost = TotalCost = cost; OnComplete = onComplete; Queue = queue; this.pm = pm; //Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost); } public void Tick(PlayerResources pr) { if (Done) { if (OnComplete != null) OnComplete(); return; } if (Paused) return; if (pm.PowerState != PowerState.Normal) { if (--slowdown <= 0) slowdown = Queue.Info.LowPowerSlowdown; else return; } var costThisFrame = RemainingCost / RemainingTime; if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return; RemainingCost -= costThisFrame; RemainingTime -= 1; if (RemainingTime > 0) return; Done = true; } } }