#region Copyright & License Information /* * Copyright 2007-2015 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.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Attach this to the player 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", "constructed, 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, this); } } public class ClassicProductionQueue : ProductionQueue { static readonly ActorInfo[] NoItems = { }; readonly Actor self; readonly ClassicProductionQueueInfo info; public ClassicProductionQueue(ActorInitializer init, ClassicProductionQueueInfo info) : base(init, init.Self, info) { self = init.Self; this.info = info; } [Sync] bool isActive = false; public override void Tick(Actor self) { // PERF: Avoid LINQ. isActive = false; foreach (var x in self.World.ActorsWithTrait()) { if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type)) { var b = x.Actor.TraitOrDefault(); if (b != null && b.Locked) continue; isActive = true; break; } } base.Tick(self); } public override IEnumerable AllItems() { return isActive ? base.AllItems() : NoItems; } public override IEnumerable BuildableItems() { return isActive ? base.BuildableItems() : NoItems; } public override TraitPair MostLikelyProducer() { return self.World.ActorsWithTrait() .Where(x => x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type)) .OrderByDescending(x => x.Actor.IsPrimaryBuilding()) .ThenByDescending(x => x.Actor.ActorID) .FirstOrDefault(); } protected override bool BuildUnit(ActorInfo unit) { // Find a production structure to build this actor var bi = unit.TraitInfo(); // Some units may request a specific production type, which is ignored if the AllTech cheat is enabled var type = developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type; var producers = self.World.ActorsWithTrait() .Where(x => x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(type)) .OrderByDescending(x => x.Actor.IsPrimaryBuilding()) .ThenByDescending(x => x.Actor.ActorID); if (!producers.Any()) { CancelProduction(unit.Name, 1); return true; } foreach (var p in producers.Where(p => !p.Actor.IsDisabled())) { if (p.Trait.Produce(p.Actor, unit, p.Trait.Faction)) { FinishProduction(); return true; } } return false; } public override int GetBuildTime(string unitString) { return GetBuildTime(self.World.Map.Rules.Actors[unitString]); } public override int GetBuildTime(ActorInfo unit, BuildableInfo bi = null) { if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait().FastBuild) return 0; var time = (int)(unit.GetBuildTime() * Info.BuildSpeed); if (info.SpeedUp) { var type = (bi ?? unit.TraitInfo()).BuildAtProductionType ?? info.Type; var selfsameProductionsCount = self.World.ActorsWithTrait() .Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type)); var speedModifier = selfsameProductionsCount.Clamp(1, info.BuildTimeSpeedReduction.Length) - 1; time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100; } return time; } } }