74 lines
2.4 KiB
C#
Executable File
74 lines
2.4 KiB
C#
Executable File
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using IjwFramework.Collections;
|
|
using OpenRa.Game.Traits;
|
|
|
|
namespace OpenRa.Game.GameRules
|
|
{
|
|
class TechTree
|
|
{
|
|
readonly Cache<string, List<NewUnitInfo>> producesIndex = new Cache<string, List<NewUnitInfo>>(x => new List<NewUnitInfo>());
|
|
|
|
public TechTree()
|
|
{
|
|
foreach( var b in Rules.Categories[ "Building" ] )
|
|
{
|
|
var info = Rules.NewUnitInfo[ b ];
|
|
var pi = info.Traits.WithInterface<ProductionInfo>().FirstOrDefault();
|
|
if (pi != null)
|
|
foreach( var p in pi.Produces )
|
|
producesIndex[ p ].Add( info );
|
|
}
|
|
}
|
|
|
|
public Cache<string, List<Actor>> GatherBuildings( Player player )
|
|
{
|
|
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
|
|
foreach( var b in Game.world.Actors.Where( x => x.Owner == player && x.Info != null && x.Info.Traits.Contains<BuildingInfo>() ) )
|
|
ret[ b.Info.Name ].Add( b );
|
|
return ret;
|
|
}
|
|
|
|
public bool CanBuild( LegacyUnitInfo unit, Player player, Cache<string, List<Actor>> playerBuildings )
|
|
{
|
|
if( unit.TechLevel == -1 )
|
|
return false;
|
|
|
|
if( !unit.Owner.Any( x => x == player.Race ) )
|
|
return false;
|
|
|
|
foreach( var p in unit.Prerequisite )
|
|
if (Rules.UnitInfo[p.ToLowerInvariant()].Owner.Any(x => x == player.Race))
|
|
if( playerBuildings[ p ].Count == 0 )
|
|
return false;
|
|
|
|
if( producesIndex[ Rules.UnitCategory[ unit.Name ] ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public IEnumerable<string> BuildableItems( Player player, params string[] categories )
|
|
{
|
|
var playerBuildings = GatherBuildings( player );
|
|
foreach( var unit in categories.SelectMany( x => Rules.Categories[ x ] ).Select( x => Rules.UnitInfo[ x ] ) )
|
|
if( CanBuild( unit, player, playerBuildings ) )
|
|
yield return unit.Name;
|
|
}
|
|
|
|
public IEnumerable<string> AllItems(Player player, params string[] categories)
|
|
{
|
|
return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.UnitInfo[x].Name)
|
|
.Where(x => Rules.UnitInfo[x].Owner.Contains(player.Race)); /* todo: fix for dual-race scenarios (captured buildings) */
|
|
}
|
|
|
|
public IEnumerable<NewUnitInfo> UnitBuiltAt( LegacyUnitInfo info )
|
|
{
|
|
if( info.BuiltAt.Length != 0 )
|
|
return info.BuiltAt.Select( x => Rules.NewUnitInfo[ x.ToLowerInvariant() ] );
|
|
else
|
|
return producesIndex[ Rules.UnitCategory[ info.Name ] ];
|
|
}
|
|
}
|
|
}
|