Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs
2018-03-18 15:58:57 +01:00

535 lines
16 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
"If one builds another actor of this type, he will get a separate queue to create two actors",
"at the same time. Will only work together with the Production: trait.")]
public class ProductionQueueInfo : ITraitInfo
{
[FieldLoader.Require]
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
[Desc("Only enable this queue for certain factions.")]
public readonly HashSet<string> Factions = new HashSet<string>();
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("Should right clicking on the icon instantly cancel the production instead of putting it on hold?")]
public readonly bool DisallowPaused = false;
[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
public readonly int BuildDurationModifier = 100;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
[Desc("Notification played when you can't train another unit",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = "NoBuild";
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = "Training";
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = "OnHold";
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init, init.Self.Owner.PlayerActor, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (LowPowerSlowdown <= 0)
throw new YamlException("Production queue must have LowPowerSlowdown of at least 1.");
}
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyOwnerChanged, INotifyKilled, INotifySold, ISync, INotifyTransform, INotifyCreated
{
public readonly ProductionQueueInfo Info;
readonly Actor self;
// A list of things we could possibly build
readonly Dictionary<ActorInfo, ProductionState> producible = new Dictionary<ActorInfo, ProductionState>();
readonly List<ProductionItem> queue = new List<ProductionItem>();
readonly IEnumerable<ActorInfo> allProducibles;
readonly IEnumerable<ActorInfo> buildableProducibles;
Production[] productionTraits;
// Will change if the owner changes
PowerManager playerPower;
PlayerResources playerResources;
protected DeveloperMode developerMode;
public Actor Actor { get { return self; } }
[Sync] public int QueueLength { get { return queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
[Sync] public bool Enabled { get; protected set; }
public string Faction { get; private set; }
[Sync] public bool IsValidFaction { get; private set; }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
self = init.Self;
Info = info;
playerResources = playerActor.Trait<PlayerResources>();
playerPower = playerActor.Trait<PowerManager>();
developerMode = playerActor.Trait<DeveloperMode>();
Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
IsValidFaction = !info.Factions.Any() || info.Factions.Contains(Faction);
Enabled = IsValidFaction;
CacheProducibles(playerActor);
allProducibles = producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
buildableProducibles = producible.Where(a => a.Value.Buildable).Select(a => a.Key);
}
void INotifyCreated.Created(Actor self)
{
productionTraits = self.TraitsImplementing<Production>().ToArray();
}
protected void ClearQueue()
{
if (queue.Count == 0)
return;
// Refund the current item
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
queue.Clear();
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
ClearQueue();
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();
if (!Info.Sticky)
{
Faction = self.Owner.Faction.InternalName;
IsValidFaction = !Info.Factions.Any() || Info.Factions.Contains(Faction);
}
// Regenerate the producibles and tech tree state
oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
CacheProducibles(newOwner.PlayerActor);
newOwner.PlayerActor.Trait<TechTree>().Update();
}
void INotifyKilled.Killed(Actor killed, AttackInfo e) { if (killed == self) { ClearQueue(); Enabled = false; } }
void INotifySold.Selling(Actor self) { ClearQueue(); Enabled = false; }
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self) { ClearQueue(); Enabled = false; }
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void CacheProducibles(Actor playerActor)
{
producible.Clear();
if (!Enabled)
return;
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.TraitInfo<BuildableInfo>();
producible.Add(a, new ProductionState());
ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return self.World.Map.Rules.Actors.Values
.Where(x =>
x.Name[0] != '^' &&
x.HasTraitInfo<BuildableInfo>() &&
x.TraitInfo<BuildableInfo>().Queue.Contains(category));
}
public void PrerequisitesAvailable(string key)
{
producible[self.World.Map.Rules.Actors[key]].Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
producible[self.World.Map.Rules.Actors[key]].Buildable = false;
}
public void PrerequisitesItemHidden(string key)
{
producible[self.World.Map.Rules.Actors[key]].Visible = false;
}
public void PrerequisitesItemVisible(string key)
{
producible[self.World.Map.Rules.Actors[key]].Visible = true;
}
public ProductionItem CurrentItem()
{
return queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (developerMode.AllTech)
return producible.Keys;
return allProducibles;
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (!Enabled)
return Enumerable.Empty<ActorInfo>();
if (developerMode.AllTech)
return producible.Keys;
return buildableProducibles;
}
public bool CanBuild(ActorInfo actor)
{
ProductionState ps;
if (!producible.TryGetValue(actor, out ps))
return false;
return ps.Buildable || developerMode.AllTech;
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
// PERF: Avoid LINQ when checking whether all production traits are disabled/paused
var anyEnabledProduction = false;
var anyUnpausedProduction = false;
foreach (var p in productionTraits)
{
anyEnabledProduction |= !p.IsTraitDisabled;
anyUnpausedProduction |= !p.IsTraitPaused;
}
if (!anyEnabledProduction)
ClearQueue();
Enabled = IsValidFaction && anyEnabledProduction;
TickInner(self, !anyUnpausedProduction);
}
protected virtual void TickInner(Actor self, bool allProductionPaused)
{
while (queue.Count > 0 && BuildableItems().All(b => b.Name != queue[0].Item))
{
// Refund what's been paid so far
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
FinishProduction();
}
if (queue.Count > 0 && !allProductionPaused)
queue[0].Tick(playerResources);
}
public void ResolveOrder(Actor self, Order order)
{
if (!Enabled)
return;
var rules = self.World.Map.Rules;
switch (order.OrderString)
{
case "StartProduction":
var unit = rules.Actors[order.TargetString];
var bi = unit.TraitInfo<BuildableInfo>();
// Not built by this queue
if (!bi.Queue.Contains(Info.Type))
return;
// You can't build that
if (BuildableItems().All(b => b.Name != order.TargetString))
return;
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (!developerMode.AllTech && bi.BuildLimit > 0)
{
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
if (fromLimit <= 0)
return;
}
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
var cost = valued != null ? valued.Cost : 0;
var time = GetBuildTime(unit, bi);
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!isBuilding)
{
if (BuildUnit(unit))
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!hasPlayedSound && time > 0)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
}
})));
}
break;
case "PauseProduction":
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
case "CancelProduction":
CancelProduction(order.TargetString, order.ExtraData);
break;
}
}
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi)
{
if (developerMode.FastBuild)
return 0;
var time = bi.BuildDuration;
if (time == -1)
{
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
time = valued != null ? valued.Cost : 0;
}
time = time * bi.BuildDurationModifier * Info.BuildDurationModifier / 10000;
return time;
}
protected void CancelProduction(string itemName, uint numberToCancel)
{
for (var i = 0; i < numberToCancel; i++)
CancelProductionInner(itemName);
}
void CancelProductionInner(string itemName)
{
var lastIndex = queue.FindLastIndex(a => a.Item == itemName);
if (lastIndex > 0)
queue.RemoveAt(lastIndex);
else if (lastIndex == 0)
{
var item = queue[0];
// Refund what has been paid
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
FinishProduction();
}
}
public void FinishProduction()
{
if (queue.Count != 0)
queue.RemoveAt(0);
}
protected void BeginProduction(ProductionItem item)
{
queue.Add(item);
}
// Returns the actor/trait that is most likely (but not necessarily guaranteed) to produce something in this queue
public virtual TraitPair<Production> MostLikelyProducer()
{
var traits = productionTraits.Where(p => !p.IsTraitDisabled && p.Info.Produces.Contains(Info.Type));
var unpaused = traits.FirstOrDefault(a => !a.IsTraitPaused);
return new TraitPair<Production>(self, unpaused != null ? unpaused : traits.FirstOrDefault());
}
// Builds a unit from the actor that holds this queue (1 queue per building)
// Returns false if the unit can't be built
protected virtual bool BuildUnit(ActorInfo unit)
{
var mostLikelyProducerTrait = MostLikelyProducer().Trait;
// Cannot produce if I'm dead or trait is disabled
if (!self.IsInWorld || self.IsDead || mostLikelyProducerTrait == null)
{
CancelProduction(unit.Name, 1);
return false;
}
var inits = new TypeDictionary
{
new OwnerInit(self.Owner),
new FactionInit(BuildableInfo.GetInitialFaction(unit, Faction))
};
var bi = unit.TraitInfo<BuildableInfo>();
var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
if (!mostLikelyProducerTrait.IsTraitPaused && mostLikelyProducerTrait.Produce(self, unit, type, inits))
{
FinishProduction();
return true;
}
return false;
}
}
public class ProductionState
{
public bool Visible = true;
public bool Buildable = false;
}
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
public readonly int TotalCost;
public readonly Action OnComplete;
public int TotalTime { get; private set; }
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public int RemainingTimeActual
{
get
{
return (pm.PowerState == PowerState.Normal) ? RemainingTime :
RemainingTime * Queue.Info.LowPowerSlowdown;
}
}
public bool Paused { get; private set; }
public bool Done { get; private set; }
public bool Started { get; private set; }
public int Slowdown { get; private set; }
readonly ActorInfo ai;
readonly BuildableInfo bi;
readonly PowerManager pm;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
RemainingTime = TotalTime = 1;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
ai = Queue.Actor.World.Map.Rules.Actors[Item];
bi = ai.TraitInfo<BuildableInfo>();
}
public void Tick(PlayerResources pr)
{
if (!Started)
{
var time = Queue.GetBuildTime(ai, bi);
if (time > 0)
RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
if (OnComplete != null)
OnComplete();
return;
}
if (Paused)
return;
if (pm.PowerState != PowerState.Normal)
{
if (--Slowdown <= 0)
Slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame, true))
return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0)
return;
Done = true;
}
public void Pause(bool paused) { Paused = paused; }
}
}