799 lines
24 KiB
C#
799 lines
24 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 an actor (usually a building) to let it produce units or construct buildings.",
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"If one builds another actor of this type, he will get a separate queue to create two actors",
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"at the same time. Will only work together with the Production: trait.")]
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public class ProductionQueueInfo : TraitInfo, IRulesetLoaded
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{
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[FieldLoader.Require]
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[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
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public readonly string Type = null;
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[Desc("The value used when ordering this for display (e.g. in the Spectator UI).")]
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public readonly int DisplayOrder = 0;
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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[Desc("Only enable this queue for certain factions.")]
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public readonly HashSet<string> Factions = new();
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("Player must pay for item upfront")]
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public readonly bool PayUpFront = false;
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[Desc("Should right clicking on the icon instantly cancel the production instead of putting it on hold?")]
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public readonly bool DisallowPaused = false;
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[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
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public readonly int BuildDurationModifier = 100;
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[Desc("Maximum number of a single actor type that can be queued (0 = infinite).")]
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public readonly int ItemLimit = 999;
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[Desc("Maximum number of items that can be queued across all actor types (0 = infinite).")]
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public readonly int QueueLimit = 0;
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[Desc("The build time is multiplied with this percentage on low power.")]
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public readonly int LowPowerModifier = 100;
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[Desc("Production items that have more than this many items in the queue will be produced in a loop.")]
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public readonly int InfiniteBuildLimit = -1;
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[NotificationReference("Speech")]
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[Desc("Notification played when production is complete.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when production is complete.")]
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public readonly string ReadyTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when you can't train another actor",
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"when the build limit exceeded or the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when you can't train another actor",
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"when the build limit exceeded or the exit is jammed.")]
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public readonly string BlockedTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when you can't queue another actor",
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"when the queue length limit is exceeded.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string LimitedAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when you can't queue another actor",
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"when the queue length limit is exceeded.")]
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public readonly string LimitedTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when you can't place a building.",
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"Overrides PlaceBuilding.CannotPlaceNotification for this queue.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CannotPlaceAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when user clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string QueuedAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when user clicks on the build palette icon.")]
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public readonly string QueuedTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when player right-clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string OnHoldAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when player right-clicks on the build palette icon.")]
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public readonly string OnHoldTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = null;
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[FluentReference(optional: true)]
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[Desc("Notification displayed when player right-clicks on a build palette icon that is already on hold.")]
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public readonly string CancelledTextNotification = null;
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public override object Create(ActorInitializer init) { return new ProductionQueue(init, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (LowPowerModifier <= 0)
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throw new YamlException("Production queue must have LowPowerModifier of at least 1.");
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}
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}
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public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyOwnerChanged, INotifyKilled, INotifySold, ISync, INotifyTransform, INotifyCreated
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{
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public readonly ProductionQueueInfo Info;
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// A list of things we could possibly build
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protected readonly Dictionary<ActorInfo, ProductionState> Producible = new();
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protected readonly List<ProductionItem> Queue = new();
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readonly IEnumerable<ActorInfo> allProducibles;
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readonly IEnumerable<ActorInfo> buildableProducibles;
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protected Production[] productionTraits;
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// Will change if the owner changes
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PowerManager playerPower;
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protected PlayerResources playerResources;
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protected DeveloperMode developerMode;
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protected TechTree techTree;
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public Actor Actor { get; }
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[Sync]
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public bool Enabled { get; protected set; }
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public string Faction { get; private set; }
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[Sync]
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public bool IsValidFaction { get; private set; }
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public ProductionQueue(ActorInitializer init, ProductionQueueInfo info)
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{
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Actor = init.Self;
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Info = info;
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Faction = init.GetValue<FactionInit, string>(Actor.Owner.Faction.InternalName);
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IsValidFaction = info.Factions.Count == 0 || info.Factions.Contains(Faction);
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Enabled = IsValidFaction;
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allProducibles = Producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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buildableProducibles = Producible.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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void INotifyCreated.Created(Actor self)
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{
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playerPower = self.Owner.PlayerActor.TraitOrDefault<PowerManager>();
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playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
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developerMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
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techTree = self.Owner.PlayerActor.Trait<TechTree>();
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productionTraits = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).ToArray();
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CacheProducibles();
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}
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protected void ClearQueue()
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{
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// Refund the current item
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foreach (var item in Queue)
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{
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if (item.ResourcesPaid > 0)
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{
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playerResources.GiveResources(item.ResourcesPaid);
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item.RemainingCost += item.ResourcesPaid;
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}
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playerResources.GiveCash(item.TotalCost - item.RemainingCost);
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}
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Queue.Clear();
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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ClearQueue();
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playerPower = newOwner.PlayerActor.TraitOrDefault<PowerManager>();
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();
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techTree = newOwner.PlayerActor.Trait<TechTree>();
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if (!Info.Sticky)
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{
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Faction = self.Owner.Faction.InternalName;
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IsValidFaction = Info.Factions.Count == 0 || Info.Factions.Contains(Faction);
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}
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// Regenerate the producibles and tech tree state
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oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
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CacheProducibles();
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techTree.Update();
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}
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void INotifyKilled.Killed(Actor killed, AttackInfo e) { if (killed == Actor) { ClearQueue(); Enabled = false; } }
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void INotifySold.Selling(Actor self) { ClearQueue(); Enabled = false; }
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void INotifySold.Sold(Actor self) { }
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void INotifyTransform.BeforeTransform(Actor self) { ClearQueue(); Enabled = false; }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor self) { }
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void CacheProducibles()
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{
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Producible.Clear();
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if (!Enabled)
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return;
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foreach (var a in AllBuildables(Info.Type))
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{
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var bi = a.TraitInfo<BuildableInfo>();
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Producible.Add(a, new ProductionState());
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techTree.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
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}
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}
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IEnumerable<ActorInfo> AllBuildables(string category)
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{
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return Actor.World.Map.Rules.Actors.Values
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.Where(x =>
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x.Name[0] != '^' &&
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x.HasTraitInfo<BuildableInfo>() &&
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x.TraitInfo<BuildableInfo>().Queue.Contains(category));
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}
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public void PrerequisitesAvailable(string key)
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{
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Producible[Actor.World.Map.Rules.Actors[key]].Buildable = true;
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}
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public void PrerequisitesUnavailable(string key)
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{
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Producible[Actor.World.Map.Rules.Actors[key]].Buildable = false;
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}
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public void PrerequisitesItemHidden(string key)
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{
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Producible[Actor.World.Map.Rules.Actors[key]].Visible = false;
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}
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public void PrerequisitesItemVisible(string key)
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{
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Producible[Actor.World.Map.Rules.Actors[key]].Visible = true;
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}
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public virtual bool IsProducing(ProductionItem item)
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{
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return Queue.Count > 0 && Queue[0] == item;
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}
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public virtual bool IsInQueue(ActorInfo actor)
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{
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return Queue.Any(i => i.Item == actor.Name);
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}
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public ProductionItem CurrentItem()
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{
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return Queue.ElementAtOrDefault(0);
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}
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public virtual IEnumerable<ProductionItem> AllQueued()
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{
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return Queue;
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}
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public virtual IEnumerable<ActorInfo> AllItems()
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{
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if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
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return Enumerable.Empty<ActorInfo>();
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if (developerMode.AllTech)
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return Producible.Keys;
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return allProducibles;
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}
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public virtual IEnumerable<ActorInfo> BuildableItems()
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{
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if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
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return Enumerable.Empty<ActorInfo>();
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if (!Enabled)
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return Enumerable.Empty<ActorInfo>();
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if (!Info.PayUpFront && developerMode.AllTech)
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return Producible.Keys;
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if (Info.PayUpFront && developerMode.AllTech)
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return Producible.Keys.Where(a => GetProductionCost(a) <= playerResources.GetCashAndResources() || IsInQueue(a));
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if (Info.PayUpFront)
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return buildableProducibles.Where(a => GetProductionCost(a) <= playerResources.GetCashAndResources() || IsInQueue(a));
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return buildableProducibles;
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}
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public virtual bool AnyItemsToBuild()
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{
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return Enabled
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&& (productionTraits.Length <= 0 || productionTraits.Any(p => !p.IsTraitDisabled))
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&& ((developerMode.AllTech && Producible.Keys.Count != 0) || buildableProducibles.Any());
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}
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public bool CanBuild(ActorInfo actor)
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{
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if (!Producible.TryGetValue(actor, out var ps))
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return false;
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return ps.Buildable || developerMode.AllTech;
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}
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void ITick.Tick(Actor self)
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{
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Tick(self);
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}
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protected virtual void Tick(Actor self)
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{
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// PERF: Avoid LINQ when checking whether all production traits are disabled/paused
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var anyEnabledProduction = false;
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var anyUnpausedProduction = false;
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foreach (var p in productionTraits)
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{
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anyEnabledProduction |= !p.IsTraitDisabled;
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anyUnpausedProduction |= !p.IsTraitPaused;
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}
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if (!anyEnabledProduction)
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ClearQueue();
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Enabled = IsValidFaction && anyEnabledProduction;
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TickInner(self, !anyUnpausedProduction);
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}
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protected virtual void TickInner(Actor self, bool allProductionPaused)
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{
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CancelUnbuildableItems();
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if (Queue.Count > 0 && !allProductionPaused)
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Queue[0].Tick(playerResources);
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}
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protected void CancelUnbuildableItems()
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{
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if (Queue.Count == 0)
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return;
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var buildableNames = BuildableItems().Select(b => b.Name).ToHashSet();
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// EndProduction removes the item from the queue, so we enumerate
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// by index in reverse to avoid issues with index reassignment
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for (var i = Queue.Count - 1; i >= 0; i--)
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{
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if (buildableNames.Contains(Queue[i].Item))
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continue;
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// Refund spended resources
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if (Queue[i].ResourcesPaid > 0)
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{
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playerResources.GiveResources(Queue[i].ResourcesPaid);
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Queue[i].RemainingCost += Queue[i].ResourcesPaid;
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}
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// Refund what's been paid so far
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playerResources.GiveCash(Queue[i].TotalCost - Queue[i].RemainingCost);
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EndProduction(Queue[i]);
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}
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}
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public bool CanQueue(ActorInfo actor, out string notificationAudio, out string notificationText)
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{
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notificationAudio = Info.BlockedAudio;
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notificationText = Info.BlockedTextNotification;
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var bi = actor.TraitInfoOrDefault<BuildableInfo>();
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if (bi == null)
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return false;
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if (!developerMode.AllTech)
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{
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if (Info.PayUpFront && actor.TraitInfo<ValuedInfo>().Cost > playerResources.GetCashAndResources())
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return false;
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if (Info.QueueLimit > 0 && Queue.Count >= Info.QueueLimit)
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{
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notificationAudio = Info.LimitedAudio;
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notificationText = Info.LimitedTextNotification;
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return false;
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}
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var queueCount = Queue.Count(i => i.Item == actor.Name);
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if (Info.ItemLimit > 0 && queueCount >= Info.ItemLimit)
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{
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notificationAudio = Info.LimitedAudio;
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notificationText = Info.LimitedTextNotification;
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return false;
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}
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if (bi.BuildLimit > 0)
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{
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var owned = Actor.Owner.World.ActorsHavingTrait<Buildable>()
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.Count(a => a.Info.Name == actor.Name && a.Owner == Actor.Owner);
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if (queueCount + owned >= bi.BuildLimit)
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return false;
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}
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}
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notificationAudio = Info.QueuedAudio;
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notificationText = Info.QueuedTextNotification;
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return true;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!Enabled)
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return;
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var rules = self.World.Map.Rules;
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switch (order.OrderString)
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{
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case "StartProduction":
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var unit = rules.Actors[order.TargetString];
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var bi = unit.TraitInfo<BuildableInfo>();
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// Not built by this queue
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if (!bi.Queue.Contains(Info.Type))
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return;
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// You can't build that
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if (BuildableItems().All(b => b.Name != order.TargetString))
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return;
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// Check if the player is trying to build more units that they are allowed
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var fromLimit = int.MaxValue;
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if (!developerMode.AllTech)
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{
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if (Info.QueueLimit > 0)
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fromLimit = Info.QueueLimit - Queue.Count;
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if (Info.ItemLimit > 0)
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fromLimit = Math.Min(fromLimit, Info.ItemLimit - Queue.Count(i => i.Item == order.TargetString));
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if (bi.BuildLimit > 0)
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{
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var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
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var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
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fromLimit = Math.Min(fromLimit, bi.BuildLimit - (inQueue + owned));
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}
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if (fromLimit <= 0)
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return;
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}
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var cost = GetProductionCost(unit);
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var time = GetBuildTime(unit, bi);
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var amountToBuild = Math.Min(fromLimit, order.ExtraData);
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for (var n = 0; n < amountToBuild; n++)
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{
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if (Info.PayUpFront && cost > playerResources.GetCashAndResources())
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return;
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var hasPlayedSound = false;
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BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
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{
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// Make sure the item hasn't been invalidated between the ProductionItem ticking and this FrameEndTask running
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if (!Queue.Any(i => i.Done && i.Item == unit.Name))
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return;
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var isBuilding = unit.HasTraitInfo<BuildingInfo>();
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if (isBuilding && !hasPlayedSound)
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{
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hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
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}
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else if (!isBuilding)
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{
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if (BuildUnit(unit))
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{
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Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
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}
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else if (!hasPlayedSound && time > 0)
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{
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hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(self.Owner, Info.BlockedTextNotification);
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}
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}
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})), !order.Queued);
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}
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break;
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case "PauseProduction":
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PauseProduction(order.TargetString, order.ExtraData != 0);
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break;
|
|
case "CancelProduction":
|
|
CancelProduction(order.TargetString, order.ExtraData);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi)
|
|
{
|
|
if (developerMode.FastBuild)
|
|
return 0;
|
|
|
|
var time = bi.BuildDuration;
|
|
if (time == -1)
|
|
time = GetProductionCost(unit);
|
|
|
|
var modifiers = unit.TraitInfos<IProductionTimeModifierInfo>()
|
|
.Select(t => t.GetProductionTimeModifier(techTree, Info.Type))
|
|
.Append(bi.BuildDurationModifier)
|
|
.Append(Info.BuildDurationModifier);
|
|
|
|
return Util.ApplyPercentageModifiers(time, modifiers);
|
|
}
|
|
|
|
public virtual int GetProductionCost(ActorInfo unit)
|
|
{
|
|
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
|
|
if (valued == null)
|
|
return 0;
|
|
|
|
var modifiers = unit.TraitInfos<IProductionCostModifierInfo>()
|
|
.Select(t => t.GetProductionCostModifier(techTree, Info.Type));
|
|
|
|
return Util.ApplyPercentageModifiers(valued.Cost, modifiers);
|
|
}
|
|
|
|
protected virtual void PauseProduction(string itemName, bool paused)
|
|
{
|
|
Queue.FirstOrDefault(a => a.Item == itemName)?.Pause(paused);
|
|
}
|
|
|
|
protected virtual void CancelProduction(string itemName, uint numberToCancel)
|
|
{
|
|
for (var i = 0; i < numberToCancel; i++)
|
|
if (!CancelProductionInner(itemName))
|
|
break;
|
|
}
|
|
|
|
protected bool CancelProductionInner(string itemName)
|
|
{
|
|
var item = Queue.LastOrDefault(a => a.Item == itemName);
|
|
|
|
if (item != null)
|
|
{
|
|
if (item.Infinite)
|
|
{
|
|
item.Infinite = false;
|
|
for (var i = 1; i < Info.InfiniteBuildLimit; i++)
|
|
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete));
|
|
}
|
|
else
|
|
{
|
|
// Refund what has been paid
|
|
if (item.ResourcesPaid > 0)
|
|
{
|
|
playerResources.GiveResources(item.ResourcesPaid);
|
|
item.RemainingCost += item.ResourcesPaid;
|
|
}
|
|
|
|
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
|
|
EndProduction(item);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void EndProduction(ProductionItem item)
|
|
{
|
|
Queue.Remove(item);
|
|
|
|
if (item.Infinite)
|
|
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete) { Infinite = true });
|
|
}
|
|
|
|
protected virtual void BeginProduction(ProductionItem item, bool hasPriority)
|
|
{
|
|
if (Info.PayUpFront)
|
|
{
|
|
if (playerResources.Resources > 0 && playerResources.Resources <= item.TotalCost)
|
|
item.ResourcesPaid = playerResources.Resources;
|
|
else if (playerResources.Resources > item.TotalCost)
|
|
item.ResourcesPaid = item.TotalCost;
|
|
|
|
playerResources.TakeCash(item.TotalCost);
|
|
item.RemainingCost = 0;
|
|
}
|
|
|
|
if (Queue.Any(i => i.Item == item.Item && i.Infinite))
|
|
return;
|
|
if (hasPriority && Queue.Count > 1)
|
|
Queue.Insert(1, item);
|
|
else
|
|
Queue.Add(item);
|
|
|
|
if (Info.InfiniteBuildLimit < 0)
|
|
return;
|
|
|
|
var queued = Queue.FindAll(i => i.Item == item.Item);
|
|
|
|
if (queued.Count <= Info.InfiniteBuildLimit)
|
|
return;
|
|
|
|
queued[0].Infinite = true;
|
|
|
|
for (var i = 1; i < queued.Count; i++)
|
|
{
|
|
// Refund what has been paid
|
|
if (queued[i].ResourcesPaid > 0)
|
|
{
|
|
playerResources.GiveResources(queued[i].ResourcesPaid);
|
|
queued[i].RemainingCost += queued[i].ResourcesPaid;
|
|
}
|
|
|
|
playerResources.GiveCash(queued[i].TotalCost - queued[i].RemainingCost);
|
|
EndProduction(queued[i]);
|
|
}
|
|
}
|
|
|
|
public virtual int RemainingTimeActual(ProductionItem item)
|
|
{
|
|
return item.RemainingTimeActual;
|
|
}
|
|
|
|
// Returns the actor/trait that is most likely (but not necessarily guaranteed) to produce something in this queue
|
|
public virtual TraitPair<Production> MostLikelyProducer()
|
|
{
|
|
var trait = productionTraits
|
|
.Where(p => !p.IsTraitDisabled && p.Info.Produces.Contains(Info.Type))
|
|
.OrderBy(p => p.IsTraitPaused)
|
|
.FirstOrDefault();
|
|
return new TraitPair<Production>(Actor, trait);
|
|
}
|
|
|
|
// Builds a unit from the actor that holds this queue (1 queue per building)
|
|
// Returns false if the unit can't be built
|
|
protected virtual bool BuildUnit(ActorInfo unit)
|
|
{
|
|
var mostLikelyProducerTrait = MostLikelyProducer().Trait;
|
|
|
|
// Cannot produce if I'm dead or trait is disabled
|
|
if (!Actor.IsInWorld || Actor.IsDead || mostLikelyProducerTrait == null)
|
|
{
|
|
CancelProduction(unit.Name, 1);
|
|
return false;
|
|
}
|
|
|
|
var inits = new TypeDictionary
|
|
{
|
|
new OwnerInit(Actor.Owner),
|
|
new FactionInit(BuildableInfo.GetInitialFaction(unit, Faction))
|
|
};
|
|
|
|
var bi = unit.TraitInfo<BuildableInfo>();
|
|
var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
|
|
var item = Queue.First(i => i.Done && i.Item == unit.Name);
|
|
if (!mostLikelyProducerTrait.IsTraitPaused && mostLikelyProducerTrait.Produce(Actor, unit, type, inits, item.TotalCost))
|
|
{
|
|
EndProduction(item);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public class ProductionState
|
|
{
|
|
public bool Visible = true;
|
|
public bool Buildable = false;
|
|
}
|
|
|
|
public class ProductionItem
|
|
{
|
|
public readonly string Item;
|
|
public readonly ProductionQueue Queue;
|
|
public readonly int TotalCost;
|
|
public readonly Action OnComplete;
|
|
public int TotalTime { get; private set; }
|
|
public int RemainingTime { get; private set; }
|
|
public int RemainingCost { get; set; }
|
|
public int ResourcesPaid { get; set; }
|
|
public int RemainingTimeActual =>
|
|
(pm == null || pm.PowerState == PowerState.Normal) ? RemainingTime :
|
|
RemainingTime * Queue.Info.LowPowerModifier / 100;
|
|
|
|
public bool Paused { get; private set; }
|
|
public bool Done { get; private set; }
|
|
public bool Started { get; private set; }
|
|
public int Slowdown { get; private set; }
|
|
public bool Infinite { get; set; }
|
|
public int BuildPaletteOrder { get; }
|
|
|
|
readonly ActorInfo ai;
|
|
readonly BuildableInfo bi;
|
|
readonly PowerManager pm;
|
|
|
|
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
|
|
{
|
|
Item = item;
|
|
RemainingTime = TotalTime = 1;
|
|
RemainingCost = TotalCost = cost;
|
|
ResourcesPaid = 0;
|
|
OnComplete = onComplete;
|
|
Queue = queue;
|
|
this.pm = pm;
|
|
ai = Queue.Actor.World.Map.Rules.Actors[Item];
|
|
bi = ai.TraitInfo<BuildableInfo>();
|
|
BuildPaletteOrder = bi.BuildPaletteOrder;
|
|
Infinite = false;
|
|
}
|
|
|
|
public void Tick(PlayerResources pr)
|
|
{
|
|
if (!Started)
|
|
{
|
|
var time = Queue.GetBuildTime(ai, bi);
|
|
if (time > 0)
|
|
RemainingTime = TotalTime = time;
|
|
Started = true;
|
|
}
|
|
|
|
if (Done)
|
|
{
|
|
OnComplete?.Invoke();
|
|
|
|
return;
|
|
}
|
|
|
|
if (Paused)
|
|
return;
|
|
|
|
if (pm != null && pm.PowerState != PowerState.Normal)
|
|
{
|
|
Slowdown -= 100;
|
|
if (Slowdown < 0)
|
|
Slowdown = Queue.Info.LowPowerModifier + Slowdown;
|
|
else
|
|
return;
|
|
}
|
|
|
|
if (!Queue.Info.PayUpFront)
|
|
{
|
|
var expectedRemainingCost = RemainingTime == 1 ? 0 : TotalCost * RemainingTime / Math.Max(1, TotalTime);
|
|
var costThisFrame = RemainingCost - expectedRemainingCost;
|
|
if (pr.Resources > 0 && pr.Resources <= costThisFrame)
|
|
ResourcesPaid += pr.Resources;
|
|
else if (pr.Resources > costThisFrame)
|
|
ResourcesPaid += costThisFrame;
|
|
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame, true))
|
|
{
|
|
ResourcesPaid -= pr.Resources;
|
|
return;
|
|
}
|
|
|
|
RemainingCost -= costThisFrame;
|
|
}
|
|
|
|
RemainingTime--;
|
|
if (RemainingTime > 0)
|
|
return;
|
|
|
|
Done = true;
|
|
}
|
|
|
|
public void Pause(bool paused) { Paused = paused; }
|
|
}
|
|
}
|