184 lines
4.2 KiB
C#
184 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game
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{
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enum PowerState { Normal, Low, Critical };
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class Player
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{
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public int Palette;
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public int Kills;
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public string PlayerName;
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public Race Race;
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public readonly int Index;
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public int Cash;
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public int Ore;
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public int DisplayCash;
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public int powerProvided;
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public int powerDrained;
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public bool IsReady;
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public Player( int index, int palette, string playerName, Race race )
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{
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this.Index = index;
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this.Palette = palette;
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this.PlayerName = playerName;
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this.Race = race;
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this.Cash = 10000;
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this.Ore = 0;
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this.DisplayCash = 0;
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this.powerProvided = this.powerDrained = 0;
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foreach( var cat in Rules.Categories.Keys )
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ProductionInit( cat );
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}
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void UpdatePower()
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{
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var oldBalance = powerProvided - powerDrained;
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powerProvided = 0;
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powerDrained = 0;
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var myBuildings = Game.world.Actors
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.Where(a => a.Owner == this && a.traits.Contains<Building>());
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foreach (var a in myBuildings)
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{
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var bi = a.Info as BuildingInfo;
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if (bi.Power > 0) /* todo: is this how real-ra scales it? */
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powerProvided += (a.Health * bi.Power) / bi.Strength;
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else
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powerDrained -= bi.Power;
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}
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if (powerProvided - powerDrained < 0)
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if (powerProvided - powerDrained != oldBalance)
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GiveAdvice("lopower1.aud");
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}
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public float GetSiloFullness()
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{
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return (float)Ore / GetOreCapacity();
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}
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public PowerState GetPowerState()
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{
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if (powerProvided >= powerDrained) return PowerState.Normal;
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if (powerProvided > powerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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public int GetOreCapacity()
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{
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return Game.world.Actors
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.Where(a => a.Owner == this)
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.Select(a => a.Info as BuildingInfo)
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.Where(b => b != null)
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.Sum(b => b.Storage);
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}
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void GiveAdvice(string advice)
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{
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if (this != Game.LocalPlayer) return;
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// todo: store the condition or something.
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// repeat after Rules.General.SpeakDelay, as long as the condition holds.
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Sound.Play(advice);
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}
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public void GiveCash( int num ) { Cash += num; }
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public void GiveOre(int num)
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{
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Ore += num;
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var capacity = GetOreCapacity();
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if (Ore > capacity)
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Ore = capacity; // trim off the overflow.
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if (Ore > .8 * capacity)
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GiveAdvice("silond1.aud"); // silos needed
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}
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public bool TakeCash( int num )
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{
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if (Cash + Ore < num) return false;
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if (Ore <= num)
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{
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num -= Ore;
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Ore = 0;
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Cash -= num;
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}
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else
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Ore -= num;
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return true;
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}
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const int displayCashDeltaPerFrame = 50;
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public void Tick()
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{
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UpdatePower();
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foreach( var p in production )
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if( p.Value != null )
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p.Value.Tick( this );
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if (this == Game.LocalPlayer)
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{
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var totalMoney = Cash + Ore;
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if (DisplayCash < totalMoney)
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{
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DisplayCash += Math.Min(displayCashDeltaPerFrame,
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totalMoney - DisplayCash);
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Sound.Play("cashup1.aud");
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}
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else if (DisplayCash > totalMoney)
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{
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DisplayCash -= Math.Min(displayCashDeltaPerFrame,
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DisplayCash - totalMoney);
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Sound.Play("cashdn1.aud");
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}
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}
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}
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// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
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readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
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public void ProductionInit( string category )
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{
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production.Add( category, null );
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}
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public ProductionItem Producing( string category )
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{
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return production[ category ];
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}
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public void CancelProduction( string category )
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{
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var item = production[ category ];
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if( item == null ) return;
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GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
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FinishProduction( category );
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}
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public void FinishProduction( string category )
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{
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production[ category ] = null;
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}
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public void BeginProduction( string group, ProductionItem item )
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{
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if( production[ group ] != null ) return;
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production[ group ] = item;
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}
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}
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}
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