Files
OpenRA/OpenRA.Mods.RA/Player/ClassicProductionQueue.cs

117 lines
3.7 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to the world 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.")]
public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, 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",
"contructed, the build times of all actors in the queue",
"decreased by a percentage of the original time.")]
public readonly int[] BuildTimeSpeedReduction = {100,85,75,65,60,55,50};
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
}
public class ClassicProductionQueue : ProductionQueue, ISync
{
public new ClassicProductionQueueInfo Info;
public ClassicProductionQueue(Actor self, ClassicProductionQueueInfo info)
: base(self, self, info)
{
this.Info = info;
}
[Sync] bool isActive = false;
public override void Tick( Actor self )
{
isActive = self.World.ActorsWithTrait<Production>()
.Any(x => x.Actor.Owner == self.Owner
&& x.Trait.Info.Produces.Contains(Info.Type));
base.Tick(self);
}
static ActorInfo[] None = { };
public override IEnumerable<ActorInfo> AllItems()
{
return isActive ? base.AllItems() : None;
}
public override IEnumerable<ActorInfo> BuildableItems()
{
return isActive ? base.BuildableItems() : None;
}
protected override bool BuildUnit( string name )
{
// Find a production structure to build this actor
var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ); // prioritize the primary.
if (!producers.Any())
{
CancelProduction(name,1);
return true;
}
foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
{
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction();
return true;
}
}
return false;
}
public override int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = (int) (unit.GetBuildTime() * Info.BuildSpeedModifier);
if (Info.SpeedUp)
{
var selfsameBuildings = self.World.ActorsWithTrait<Production>()
.Where(p => p.Trait.Info.Produces.Contains(unit.Traits.Get<BuildableInfo>().Queue))
.Where(p => p.Actor.Owner == self.Owner).ToArray();
var speedModifier = Math.Min(selfsameBuildings.Count(), Info.BuildTimeSpeedReduction.Length - 1);
time = (time * Info.BuildTimeSpeedReduction[speedModifier]) / 100;
}
return time;
}
}
}