Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ClassicParallelProductionQueue.cs
2024-07-29 21:56:36 +02:00

228 lines
6.9 KiB
C#

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