#region Copyright & License Information /* * Copyright 2007-2020 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Traits.Render; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Attach this to the player actor to collect observer stats.")] public class PlayerStatisticsInfo : TraitInfo { public override object Create(ActorInitializer init) { return new PlayerStatistics(init.Self); } } public class PlayerStatistics : ITick, IResolveOrder, INotifyCreated, IWorldLoaded { PlayerResources resources; PlayerExperience experience; public int OrderCount; public int Experience { get { return experience != null ? experience.Experience : 0; } } // Low resolution (every 30 seconds) record of earnings, covering the entire game public List IncomeSamples = new List(100); public int Income; public int DisplayIncome; public List ArmySamples = new List(100); public int KillsCost; public int DeathsCost; public int UnitsKilled; public int UnitsDead; public int BuildingsKilled; public int BuildingsDead; public int ArmyValue; public int AssetsValue; // High resolution (every second) record of earnings, limited to the last minute readonly Queue earnedSeconds = new Queue(60); int lastIncome; int lastIncomeTick; int ticks; int replayTimestep; bool armyGraphDisabled; bool incomeGraphDisabled; public readonly Cache Units; public PlayerStatistics(Actor self) { Units = new Cache(name => new ArmyUnit(self.World.Map.Rules.Actors[name], self.Owner)); } void INotifyCreated.Created(Actor self) { resources = self.TraitOrDefault(); experience = self.TraitOrDefault(); incomeGraphDisabled = resources == null; } void ITick.Tick(Actor self) { ticks++; var timestep = self.World.IsReplay ? replayTimestep : self.World.Timestep; if (ticks * timestep >= 30000) { ticks = 0; if (!armyGraphDisabled && (ArmyValue != 0 || self.Owner.WinState == WinState.Undefined)) ArmySamples.Add(ArmyValue); else armyGraphDisabled = true; if (!incomeGraphDisabled && (Income != 0 || self.Owner.WinState == WinState.Undefined)) IncomeSamples.Add(Income); else incomeGraphDisabled = true; } if (resources == null) return; var tickDelta = self.World.WorldTick - lastIncomeTick; if (tickDelta * timestep >= 1000) { lastIncomeTick = self.World.WorldTick; var lastEarned = earnedSeconds.Count > 59 ? earnedSeconds.Dequeue() : 0; lastIncome = DisplayIncome = Income; Income = resources.Earned - lastEarned; earnedSeconds.Enqueue(resources.Earned); } else DisplayIncome = int2.Lerp(lastIncome, Income, tickDelta * timestep, 1000); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString.StartsWith("Dev")) return; OrderCount++; } public void WorldLoaded(World w, WorldRenderer wr) { if (w.IsReplay) replayTimestep = w.WorldActor.Trait().GameSpeed.Timestep; if (!armyGraphDisabled) ArmySamples.Add(ArmyValue); if (!incomeGraphDisabled) IncomeSamples.Add(Income); } } public class ArmyUnit { public readonly ActorInfo ActorInfo; public readonly Animation Icon; public readonly string IconPalette; public readonly bool IconPaletteIsPlayerPalette; public readonly int ProductionQueueOrder; public readonly int BuildPaletteOrder; public readonly TooltipInfo TooltipInfo; public readonly BuildableInfo BuildableInfo; public int Count { get; set; } public ArmyUnit(ActorInfo actorInfo, Player owner) { ActorInfo = actorInfo; var queues = owner.World.Map.Rules.Actors.Values .SelectMany(a => a.TraitInfos()); BuildableInfo = actorInfo.TraitInfoOrDefault(); TooltipInfo = actorInfo.TraitInfos().FirstOrDefault(info => info.EnabledByDefault); var rsi = actorInfo.TraitInfoOrDefault(); if (BuildableInfo != null && rsi != null) { var image = rsi.GetImage(actorInfo, owner.World.Map.Rules.Sequences, owner.Faction.Name); Icon = new Animation(owner.World, image); Icon.Play(BuildableInfo.Icon); IconPalette = BuildableInfo.IconPalette; IconPaletteIsPlayerPalette = BuildableInfo.IconPaletteIsPlayerPalette; BuildPaletteOrder = BuildableInfo.BuildPaletteOrder; ProductionQueueOrder = queues.Where(q => BuildableInfo.Queue.Contains(q.Type)) .Select(q => q.DisplayOrder) .MinByOrDefault(o => o); } } } [Desc("Attach this to a unit to update observer stats.")] public class UpdatesPlayerStatisticsInfo : TraitInfo { [Desc("Add to army value in statistics")] public bool AddToArmyValue = false; [Desc("Add to assets value in statistics")] public bool AddToAssetsValue = true; [ActorReference] [Desc("Count this actor as a different type in the spectator army display.")] public string OverrideActor = null; public override object Create(ActorInitializer init) { return new UpdatesPlayerStatistics(this, init.Self); } } public class UpdatesPlayerStatistics : INotifyKilled, INotifyCreated, INotifyOwnerChanged, INotifyActorDisposing { readonly UpdatesPlayerStatisticsInfo info; readonly string actorName; readonly int cost = 0; PlayerStatistics playerStats; bool includedInArmyValue = false; bool includedInAssetsValue = false; public UpdatesPlayerStatistics(UpdatesPlayerStatisticsInfo info, Actor self) { this.info = info; var valuedInfo = self.Info.TraitInfoOrDefault(); cost = valuedInfo != null ? valuedInfo.Cost : 0; playerStats = self.Owner.PlayerActor.Trait(); actorName = info.OverrideActor ?? self.Info.Name; } void INotifyKilled.Killed(Actor self, AttackInfo e) { if (self.Owner.WinState != WinState.Undefined) return; var attackerStats = e.Attacker.Owner.PlayerActor.Trait(); if (self.Info.HasTraitInfo()) { attackerStats.BuildingsKilled++; playerStats.BuildingsDead++; } else if (self.Info.HasTraitInfo()) { attackerStats.UnitsKilled++; playerStats.UnitsDead++; } attackerStats.KillsCost += cost; playerStats.DeathsCost += cost; if (includedInArmyValue) { playerStats.ArmyValue -= cost; includedInArmyValue = false; playerStats.Units[actorName].Count--; } if (includedInAssetsValue) { playerStats.AssetsValue -= cost; includedInAssetsValue = false; } } void INotifyCreated.Created(Actor self) { includedInArmyValue = info.AddToArmyValue; if (includedInArmyValue) { playerStats.ArmyValue += cost; playerStats.Units[actorName].Count++; } includedInAssetsValue = info.AddToAssetsValue; if (includedInAssetsValue) playerStats.AssetsValue += cost; } void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { var newOwnerStats = newOwner.PlayerActor.Trait(); if (includedInArmyValue) { playerStats.ArmyValue -= cost; newOwnerStats.ArmyValue += cost; playerStats.Units[actorName].Count--; newOwnerStats.Units[actorName].Count++; } if (includedInAssetsValue) { playerStats.AssetsValue -= cost; newOwnerStats.AssetsValue += cost; } playerStats = newOwnerStats; } void INotifyActorDisposing.Disposing(Actor self) { if (includedInArmyValue) { playerStats.ArmyValue -= cost; includedInArmyValue = false; playerStats.Units[actorName].Count--; } if (includedInAssetsValue) { playerStats.AssetsValue -= cost; includedInAssetsValue = false; } } } }