Files
OpenRA/OpenRa.Game/GameRules/TechTree.cs

81 lines
2.5 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 info in Rules.NewUnitInfo.Values )
{
var pi = info.Traits.GetOrDefault<ProductionInfo>();
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 );
var buildable = b.Info.Traits.GetOrDefault<BuildableInfo>();
if( buildable != null )
foreach( var alt in buildable.AlternateName )
ret[ alt ].Add( b );
}
return ret;
}
public bool CanBuild( NewUnitInfo info, Player player, Cache<string, List<Actor>> playerBuildings )
{
var bi = info.Traits.GetOrDefault<BuildableInfo>();
if( bi == null ) return false;
if( !bi.Owner.Contains( player.Race ) )
return false;
foreach( var p in bi.Prerequisites )
if( playerBuildings[ p ].Count == 0 )
return false;
if( producesIndex[ Rules.UnitCategory[ info.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 AllBuildables( player, categories ) )
if( CanBuild( unit, player, playerBuildings ) )
yield return unit.Name;
}
public IEnumerable<NewUnitInfo> AllBuildables(Player player, params string[] categories)
{
return Rules.NewUnitInfo.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => categories.Contains( Rules.UnitCategory[ x.Name ] ) )
.Where( x => x.Traits.Contains<BuildableInfo>() );
}
public IEnumerable<NewUnitInfo> UnitBuiltAt( NewUnitInfo info )
{
var builtAt = info.Traits.Get<BuildableInfo>().BuiltAt;
if( builtAt.Length != 0 )
return builtAt.Select( x => Rules.NewUnitInfo[ x.ToLowerInvariant() ] );
else
return producesIndex[ Rules.UnitCategory[ info.Name ] ];
}
}
}