#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.Collections.Generic; using System.Linq; using OpenRA.FileFormats; using OpenRA.Traits; namespace OpenRA.GameRules { public class TechTree { readonly Cache> producesIndex = new Cache>(x => new List()); public TechTree() { foreach( var info in Rules.Info.Values ) { var pi = info.Traits.GetOrDefault(); if (pi != null) foreach( var p in pi.Produces ) producesIndex[ p ].Add( info ); } } public Cache> GatherBuildings( Player player ) { var ret = new Cache>( x => new List() ); if (player == null) return ret; foreach( var b in player.World.Queries.OwnedBy[player].Where( x=>x.Info.Traits.Contains() ) ) { ret[ b.Info.Name ].Add( b ); var tt = b.Info.Traits.GetOrDefault(); if( tt != null ) foreach( var alt in tt.AlternateName ) ret[ alt ].Add( b ); } return ret; } public bool CanBuild( ActorInfo info, Player player, Cache> playerBuildings ) { if (player == null) return false; var bi = info.Traits.GetOrDefault(); if( bi == null ) return false; if( !bi.Owner.Contains( player.Country.Race ) ) return false; foreach( var p in bi.Prerequisites ) if( playerBuildings[ p ].Count == 0 ) return false; if( producesIndex[ bi.Queue ].All( x => playerBuildings[ x.Name ].Count == 0 ) ) return false; return true; } public IEnumerable BuildableItems( Player player, params string[] categories ) { if (player == null) yield break; var playerBuildings = GatherBuildings( player ); foreach (var unit in AllBuildables(categories)) if( CanBuild( unit, player, playerBuildings ) ) yield return unit.Name; } public IEnumerable AllBuildables(params string[] categories) { return Rules.Info.Values .Where( x => x.Name[ 0 ] != '^' ) .Where( x => x.Traits.Contains() ) .Where( x => categories.Contains(x.Traits.Get().Queue) ); } public IEnumerable UnitBuiltAt( ActorInfo info ) { var bi = info.Traits.Get(); var builtAt = bi.BuiltAt; if( builtAt.Length != 0 ) return builtAt.Select( x => Rules.Info[ x.ToLowerInvariant() ] ); else return producesIndex[ bi.Queue ]; } } }