Files
OpenRA/OpenRA.Game/Traits/Player/ProductionQueue.cs

246 lines
6.7 KiB
C#

#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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class ProductionQueueInfo : ITraitInfo
{
public readonly string Type = null;
public float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
}
public class ProductionQueue : IResolveOrder, ITick
{
public readonly Actor self;
public ProductionQueueInfo Info;
// TODO: sync this
List<ProductionItem> Producing = new List<ProductionItem>();
public ProductionQueue( Actor self, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
}
public ProductionItem CurrentItem()
{
return Producing.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllItems()
{
return Producing;
}
public void Tick( Actor self )
{
while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if( Producing.Count > 0 )
Producing[ 0 ].Tick( self.Owner );
}
public void ResolveOrder( Actor self, Order order )
{
switch( order.OrderString )
{
case "StartProduction":
{
var unit = Rules.Info[order.TargetString];
if (unit.Category != Info.Type)
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
() => self.World.AddFrameEndTask(
_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (!hasPlayedSound)
{
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio);
hasPlayedSound = true;
}
if (!isBuilding)
BuildUnit(order.TargetString);
})));
}
break;
}
case "PauseProduction":
{
if (Rules.Info[ order.TargetString ].Category != Info.Type)
return; /* Not built by this queue */
if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
Producing[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString);
break;
}
}
}
public int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = cost
* Info.BuildSpeed
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
return (int) time;
}
void CancelProduction( string itemName )
{
var category = Rules.Info[itemName].Category;
if (category != Info.Type || Producing.Count == 0)
return; // Nothing to do here
var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
if (lastIndex > 0)
{
Producing.RemoveAt(lastIndex);
}
else if( lastIndex == 0 )
{
var item = Producing[0];
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
FinishProduction();
}
}
public void FinishProduction()
{
if (Producing.Count == 0) return;
Producing.RemoveAt(0);
}
void BeginProduction( ProductionItem item )
{
Producing.Add(item);
}
static bool IsDisabledBuilding(Actor a)
{
var building = a.TraitOrDefault<Building>();
return building != null && building.Disabled;
}
void BuildUnit( string name )
{
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
if (producers.Length == 0)
{
CancelProduction(name);
return;
}
foreach (var p in producers)
{
if (IsDisabledBuilding(p.Actor)) continue;
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction();
break;
}
}
}
}
public class ProductionItem
{
public readonly string Item;
public readonly int TotalTime;
public readonly int TotalCost;
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public bool Paused = false, Done = false;
public Action OnComplete;
int slowdown = 0;
public ProductionItem(string item, int time, int cost, Action onComplete)
{
if (time <= 0) time = 1;
Item = item;
RemainingTime = TotalTime = time;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(Player player)
{
if (Done)
{
if (OnComplete != null) OnComplete();
return;
}
if (Paused) return;
if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
Done = true;
}
}
}