228 lines
6.9 KiB
C#
228 lines
6.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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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.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Attach this to the player actor (not a building!) to define a new shared build queue.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.",
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"The production speed depends on the number of production buildings and units queued at the same time.")]
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[TraitLocation(SystemActors.Player)]
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public class ClassicParallelProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PlayerResourcesInfo>
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{
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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public readonly bool SpeedUp = false;
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[Desc("Every time another production building of the same queue is",
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"constructed, the build times of all actors in the queue",
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"modified by a percentage of the original time.")]
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public readonly int[] BuildingCountBuildTimeMultipliers = { 100, 86, 75, 67, 60, 55, 50 };
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[Desc("Build time modifier multiplied by the number of parallel production for producing different actors at the same time.")]
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public readonly int[] ParallelPenaltyBuildTimeMultipliers = { 100, 116, 133, 150, 166, 183, 200, 216, 233, 250 };
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public override object Create(ActorInitializer init) { return new ClassicParallelProductionQueue(init, this); }
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}
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public class ClassicParallelProductionQueue : ProductionQueue
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{
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static readonly ActorInfo[] NoItems = Array.Empty<ActorInfo>();
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readonly Actor self;
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readonly ClassicParallelProductionQueueInfo info;
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int penalty;
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public ClassicParallelProductionQueue(ActorInitializer init, ClassicParallelProductionQueueInfo info)
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: base(init, info)
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{
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self = init.Self;
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this.info = info;
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}
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protected override void Tick(Actor self)
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{
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// PERF: Avoid LINQ.
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Enabled = false;
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var isActive = false;
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foreach (var x in self.World.ActorsWithTrait<Production>())
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{
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if (x.Trait.IsTraitDisabled)
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continue;
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if (x.Actor.Owner != self.Owner || !x.Trait.Info.Produces.Contains(Info.Type))
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continue;
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Enabled |= IsValidFaction;
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isActive |= !x.Trait.IsTraitPaused;
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}
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if (!Enabled)
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ClearQueue();
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TickInner(self, !isActive);
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}
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protected override void TickInner(Actor self, bool allProductionPaused)
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{
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CancelUnbuildableItems();
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if (allProductionPaused)
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return;
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var item = Queue.FirstOrDefault(i => !i.Paused);
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if (item == null)
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return;
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var parallelBuilds = Queue.FindAll(i => !i.Paused && !i.Done)
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.GroupBy(i => i.Item)
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.ToList()
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.Count - 1;
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if (parallelBuilds > 0 && !developerMode.FastBuild)
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{
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penalty -= 100;
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if (penalty < 0)
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penalty = info.ParallelPenaltyBuildTimeMultipliers[Math.Min(parallelBuilds, info.ParallelPenaltyBuildTimeMultipliers.Length - 1)];
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else
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return;
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}
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var before = item.RemainingTime;
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item.Tick(playerResources);
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if (item.RemainingTime == before)
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return;
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// As we have progressed this actor type, we will move all queued items of this actor to the end.
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foreach (var other in Queue.FindAll(a => a.Item == item.Item))
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{
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Queue.Remove(other);
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Queue.Add(other);
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}
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}
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public override IEnumerable<ActorInfo> AllItems()
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{
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return Enabled ? base.AllItems() : NoItems;
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}
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public override IEnumerable<ActorInfo> BuildableItems()
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{
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return Enabled ? base.BuildableItems() : NoItems;
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}
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public override bool IsProducing(ProductionItem item)
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{
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return Queue.Contains(item);
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}
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public override TraitPair<Production> MostLikelyProducer()
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{
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var productionActor = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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&& !x.Trait.IsTraitDisabled && x.Trait.Info.Produces.Contains(Info.Type))
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.OrderBy(x => x.Trait.IsTraitPaused)
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.ThenByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID)
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.FirstOrDefault();
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return productionActor;
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}
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protected override bool BuildUnit(ActorInfo unit)
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{
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// Find a production structure to build this actor
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var bi = unit.TraitInfo<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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&& !x.Trait.IsTraitDisabled
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&& x.Trait.Info.Produces.Contains(type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID);
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var anyProducers = false;
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foreach (var p in producers)
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{
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anyProducers = true;
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if (p.Trait.IsTraitPaused)
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continue;
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var inits = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new FactionInit(BuildableInfo.GetInitialFaction(unit, p.Trait.Faction))
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};
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var item = Queue.First(i => i.Done && i.Item == unit.Name);
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if (p.Trait.Produce(p.Actor, unit, type, inits, item.TotalCost))
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{
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EndProduction(item);
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return true;
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}
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}
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if (!anyProducers)
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CancelProduction(unit.Name, 1);
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return false;
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}
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protected override void BeginProduction(ProductionItem item, bool hasPriority)
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{
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// Ignore `hasPriority` as it's not relevant in parallel production context.
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base.BeginProduction(item, false);
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}
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public override int GetBuildTime(ActorInfo unit, BuildableInfo bi)
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{
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if (developerMode.FastBuild)
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return 0;
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var time = base.GetBuildTime(unit, bi);
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if (info.SpeedUp)
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{
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var type = bi.BuildAtProductionType ?? info.Type;
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var selfsameProductionsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => !p.Trait.IsTraitDisabled && !p.Trait.IsTraitPaused && p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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var speedModifier = selfsameProductionsCount.Clamp(1, info.BuildingCountBuildTimeMultipliers.Length) - 1;
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time = time * info.BuildingCountBuildTimeMultipliers[speedModifier] / 100;
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}
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return time;
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}
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public override int RemainingTimeActual(ProductionItem item)
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{
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var parallelBuilds = Queue.FindAll(i => !i.Paused && !i.Done)
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.GroupBy(i => i.Item)
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.ToList()
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.Count;
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return item.RemainingTimeActual *
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parallelBuilds *
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info.ParallelPenaltyBuildTimeMultipliers[Math.Min(parallelBuilds - 1, info.ParallelPenaltyBuildTimeMultipliers.Length - 1)] / 100;
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}
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}
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}
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