Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked. The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality. A trait can register for multiple upgrade types which then all affect the internal level counter. IDisabledTrait for identifying (and filtering) disabled traits UpgradableTrait provides an abstract base for traits to support upgrade levels Added IDisabledTrait support to GlobalButtonOrderGenerator Includes rework by pchote with alterations.
161 lines
4.5 KiB
C#
161 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* 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.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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public class UpgradeManagerInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new UpgradeManager(init); }
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}
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public class UpgradeManager : ITick
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{
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class TimedUpgrade
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{
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public readonly string Upgrade;
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public readonly int Duration;
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public int Remaining;
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public TimedUpgrade(string upgrade, int duration)
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{
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Upgrade = upgrade;
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Duration = duration;
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Remaining = duration;
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}
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public void Tick() { Remaining--; }
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}
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class UpgradeState
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{
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public readonly List<IUpgradable> Traits = new List<IUpgradable>();
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public readonly List<object> Sources = new List<object>();
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public readonly List<Action<int, int>> Watchers = new List<Action<int, int>>();
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}
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readonly List<TimedUpgrade> timedUpgrades = new List<TimedUpgrade>();
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readonly Lazy<Dictionary<string, UpgradeState>> upgrades;
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readonly Dictionary<IUpgradable, int> levels = new Dictionary<IUpgradable, int>();
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public UpgradeManager(ActorInitializer init)
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{
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upgrades = Exts.Lazy(() =>
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{
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var ret = new Dictionary<string, UpgradeState>();
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foreach (var up in init.self.TraitsImplementing<IUpgradable>())
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foreach (var t in up.UpgradeTypes)
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ret.GetOrAdd(t).Traits.Add(up);
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return ret;
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});
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}
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public void GrantTimedUpgrade(Actor self, string upgrade, int duration)
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{
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var timed = timedUpgrades.FirstOrDefault(u => u.Upgrade == upgrade);
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if (timed == null)
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{
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timed = new TimedUpgrade(upgrade, duration);
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timedUpgrades.Add(timed);
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GrantUpgrade(self, upgrade, timed);
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}
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else
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timed.Remaining = Math.Max(duration, timed.Remaining);
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}
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// Different upgradeable traits may define (a) different level ranges for the same upgrade type,
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// and (b) multiple upgrade types for the same trait. The unrestricted level for each trait is
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// tracked independently so that we can can correctly revoke levels without adding the burden of
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// tracking both the overall (unclamped) and effective (clamped) levels on each individual trait.
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void NotifyUpgradeLevelChanged(IEnumerable<IUpgradable> traits, Actor self, string upgrade, int levelAdjust)
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{
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foreach (var up in traits)
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{
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var oldLevel = levels.GetOrAdd(up);
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var newLevel = levels[up] = oldLevel + levelAdjust;
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// This will internally clamp the levels to its own restricted range
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up.UpgradeLevelChanged(self, upgrade, oldLevel, newLevel);
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}
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}
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int GetOverallLevel(IUpgradable upgradable)
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{
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int level;
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return levels.TryGetValue(upgradable, out level) ? level : 0;
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}
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public void GrantUpgrade(Actor self, string upgrade, object source)
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{
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UpgradeState s;
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if (!upgrades.Value.TryGetValue(upgrade, out s))
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return;
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// Track the upgrade source so that the upgrade can be removed without conflicts
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s.Sources.Add(source);
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NotifyUpgradeLevelChanged(s.Traits, self, upgrade, 1);
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}
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public void RevokeUpgrade(Actor self, string upgrade, object source)
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{
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UpgradeState s;
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if (!upgrades.Value.TryGetValue(upgrade, out s))
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return;
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if (!s.Sources.Remove(source))
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throw new InvalidOperationException("Object <{0}> revoked more levels of upgrade {1} than it granted for {2}.".F(source, upgrade, self));
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NotifyUpgradeLevelChanged(s.Traits, self, upgrade, -1);
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}
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public bool AcceptsUpgrade(Actor self, string upgrade)
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{
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UpgradeState s;
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if (!upgrades.Value.TryGetValue(upgrade, out s))
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return false;
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return s.Traits.Any(up => up.AcceptsUpgradeLevel(self, upgrade, GetOverallLevel(up) + 1));
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}
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public void RegisterWatcher(string upgrade, Action<int, int> action)
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{
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UpgradeState s;
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if (!upgrades.Value.TryGetValue(upgrade, out s))
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return;
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s.Watchers.Add(action);
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}
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public void Tick(Actor self)
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{
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foreach (var u in timedUpgrades)
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{
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u.Tick();
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if (u.Remaining <= 0)
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RevokeUpgrade(self, u.Upgrade, u);
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foreach (var a in upgrades.Value[u.Upgrade].Watchers)
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a(u.Duration, u.Remaining);
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}
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timedUpgrades.RemoveAll(u => u.Remaining <= 0);
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}
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}
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}
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