#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 the world actor (not a building!) to define a new shared build queue.", "Will only work together with the Production: trait on the actor that actually does the production.", "You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")] public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires, Requires, Requires { [Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")] public readonly bool SpeedUp = false; [Desc("Every time another production building of the same queue is", "contructed, the build times of all actors in the queue", "decreased by a percentage of the original time.")] public readonly int[] BuildTimeSpeedReduction = {100,85,75,65,60,55,50}; public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); } } public class ClassicProductionQueue : ProductionQueue, ISync { public new ClassicProductionQueueInfo Info; public ClassicProductionQueue(Actor self, ClassicProductionQueueInfo info) : base(self, self, info) { this.Info = info; } [Sync] bool isActive = false; public override void Tick( Actor self ) { isActive = self.World.ActorsWithTrait() .Any(x => x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type)); base.Tick(self); } static ActorInfo[] None = { }; public override IEnumerable AllItems() { return isActive ? base.AllItems() : None; } public override IEnumerable BuildableItems() { return isActive ? base.BuildableItems() : None; } protected override bool BuildUnit( string name ) { // Find a production structure to build this actor var producers = self.World.ActorsWithTrait() .Where(x => x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type)) .OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ); // prioritize the primary. if (!producers.Any()) { CancelProduction(name,1); return true; } foreach (var p in producers.Where(p => !p.Actor.IsDisabled())) { if (p.Trait.Produce(p.Actor, Rules.Info[ name ])) { FinishProduction(); return true; } } return false; } public override 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 = (int) (unit.GetBuildTime() * Info.BuildSpeedModifier); if (Info.SpeedUp) { var selfsameBuildings = self.World.ActorsWithTrait() .Where(p => p.Trait.Info.Produces.Contains(unit.Traits.Get().Queue)) .Where(p => p.Actor.Owner == self.Owner).ToArray(); var speedModifier = Math.Min(selfsameBuildings.Count(), Info.BuildTimeSpeedReduction.Length - 1); time = (time * Info.BuildTimeSpeedReduction[speedModifier]) / 100; } return time; } } }