246 lines
6.7 KiB
C#
246 lines
6.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class ProductionQueueInfo : ITraitInfo
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{
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public readonly string Type = null;
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
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}
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public class ProductionQueue : IResolveOrder, ITick
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{
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public readonly Actor self;
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public ProductionQueueInfo Info;
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// TODO: sync this
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List<ProductionItem> Producing = new List<ProductionItem>();
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public ProductionQueue( Actor self, ProductionQueueInfo info )
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{
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this.self = self;
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this.Info = info;
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}
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public ProductionItem CurrentItem()
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{
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return Producing.ElementAtOrDefault(0);
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}
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public IEnumerable<ProductionItem> AllItems()
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{
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return Producing;
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}
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public void Tick( Actor self )
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{
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while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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if( Producing.Count > 0 )
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Producing[ 0 ].Tick( self.Owner );
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}
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public void ResolveOrder( Actor self, Order order )
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{
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switch( order.OrderString )
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{
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case "StartProduction":
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{
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var unit = Rules.Info[order.TargetString];
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if (unit.Category != Info.Type)
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return; /* Not built by this queue */
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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{
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BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
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() => self.World.AddFrameEndTask(
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_ =>
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if (!hasPlayedSound)
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{
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var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio);
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hasPlayedSound = true;
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}
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if (!isBuilding)
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BuildUnit(order.TargetString);
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})));
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}
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break;
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}
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case "PauseProduction":
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{
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if (Rules.Info[ order.TargetString ].Category != Info.Type)
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return; /* Not built by this queue */
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if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
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Producing[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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CancelProduction(order.TargetString);
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break;
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}
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}
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}
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public int GetBuildTime(String unitString)
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{
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var unit = Rules.Info[unitString];
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if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
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return 0;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = cost
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* Info.BuildSpeed
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* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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return (int) time;
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}
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void CancelProduction( string itemName )
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{
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var category = Rules.Info[itemName].Category;
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if (category != Info.Type || Producing.Count == 0)
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return; // Nothing to do here
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var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
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if (lastIndex > 0)
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{
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Producing.RemoveAt(lastIndex);
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}
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else if( lastIndex == 0 )
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{
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var item = Producing[0];
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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}
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public void FinishProduction()
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{
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if (Producing.Count == 0) return;
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Producing.RemoveAt(0);
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}
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void BeginProduction( ProductionItem item )
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{
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Producing.Add(item);
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}
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static bool IsDisabledBuilding(Actor a)
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{
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var building = a.TraitOrDefault<Building>();
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return building != null && building.Disabled;
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}
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void BuildUnit( string name )
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{
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
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.ToArray();
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if (producers.Length == 0)
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{
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CancelProduction(name);
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return;
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}
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foreach (var p in producers)
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{
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if (IsDisabledBuilding(p.Actor)) continue;
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if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
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{
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FinishProduction();
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break;
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}
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}
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}
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}
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public class ProductionItem
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{
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public readonly string Item;
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public readonly int TotalTime;
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public readonly int TotalCost;
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public int RemainingTime { get; private set; }
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public int RemainingCost { get; private set; }
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public bool Paused = false, Done = false;
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public Action OnComplete;
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int slowdown = 0;
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public ProductionItem(string item, int time, int cost, Action onComplete)
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{
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if (time <= 0) time = 1;
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Item = item;
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RemainingTime = TotalTime = time;
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RemainingCost = TotalCost = cost;
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OnComplete = onComplete;
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Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
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}
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public void Tick(Player player)
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{
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if (Done)
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{
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if (OnComplete != null) OnComplete();
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return;
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}
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if (Paused) return;
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if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
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else
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return;
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}
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return;
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RemainingCost -= costThisFrame;
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RemainingTime -= 1;
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if (RemainingTime > 0) return;
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Done = true;
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}
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}
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}
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