369 lines
11 KiB
C#
Executable File
369 lines
11 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class ProductionQueueInfo : ITraitInfo
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{
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public readonly string Type = null;
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public readonly string Group = null;
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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public readonly string ReadyAudio = "unitrdy1.aud";
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public readonly string BlockedAudio = "nobuild1.aud";
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public readonly string QueuedAudio = "train1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
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}
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public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, ISync
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{
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public readonly Actor self;
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public ProductionQueueInfo Info;
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PowerManager PlayerPower;
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PlayerResources playerResources;
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string Race;
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// A list of things we are currently building
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public List<ProductionItem> Queue = new List<ProductionItem>();
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[Sync]
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public int QueueLength { get { return Queue.Count; } }
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[Sync]
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public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
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[Sync]
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public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
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[Sync]
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public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
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[Sync]
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public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
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[Sync]
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public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
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// A list of things we could possibly build, even if our race doesn't normally get it
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public Dictionary<ActorInfo, ProductionState> Produceable;
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public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
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{
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this.self = self;
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this.Info = info;
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playerResources = playerActor.Trait<PlayerResources>();
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PlayerPower = playerActor.Trait<PowerManager>();
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Race = self.Owner.Country.Race;
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Produceable = InitTech(playerActor);
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}
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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Queue.Clear();
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// Produceable contains the tech from the original owner - this is desired so we don't clear it.
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Produceable = InitTech(self.Owner.PlayerActor);
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// Force a third(!) tech tree update to ensure that prerequisites are correct.
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// The first two updates are triggered by adding/removing the actor when
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// changing ownership, *before* the new techtree watchers have been set up.
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// This is crap.
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self.Owner.PlayerActor.Trait<TechTree>().Update();
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}
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Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
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{
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var tech = new Dictionary<ActorInfo, ProductionState>();
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var ttc = playerActor.Trait<TechTree>();
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foreach (var a in AllBuildables(Info.Type))
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{
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var bi = a.Traits.Get<BuildableInfo>();
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// Can our race build this by satisfying normal prereqs?
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var buildable = bi.Owner.Contains(Race);
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tech.Add(a, new ProductionState() { Visible = buildable && !bi.Hidden });
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if (buildable)
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ttc.Add(a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this);
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}
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return tech;
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}
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IEnumerable<ActorInfo> AllBuildables(string category)
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{
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return Rules.Info.Values
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.Where( x => x.Name[ 0 ] != '^' )
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.Where( x => x.Traits.Contains<BuildableInfo>() )
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.Where( x => x.Traits.Get<BuildableInfo>().Queue == category );
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}
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public void OverrideProduction(ActorInfo type, bool buildable)
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{
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Produceable[type].Buildable = buildable;
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Produceable[type].Sticky = true;
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}
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public void PrerequisitesAvailable(string key)
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{
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var ps = Produceable[ Rules.Info[key] ];
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if (!ps.Sticky)
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ps.Buildable = true;
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}
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public void PrerequisitesUnavailable(string key)
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{
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var ps = Produceable[ Rules.Info[key] ];
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if (!ps.Sticky)
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ps.Buildable = false;
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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 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 (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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}
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public virtual IEnumerable<ActorInfo> BuildableItems()
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{
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if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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public bool CanBuild(ActorInfo actor)
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{
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return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
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}
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public virtual void Tick( Actor self )
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{
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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{
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playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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if( Queue.Count > 0 )
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Queue[ 0 ].Tick( playerResources, PlayerPower );
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}
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public void ResolveOrder( Actor self, Order order )
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{
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switch( order.OrderString )
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{
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case "StartProduction":
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{
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var unit = Rules.Info[order.TargetString];
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var bi = unit.Traits.Get<BuildableInfo>();
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if (bi.Queue != Info.Type)
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return; /* Not built by this queue */
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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if (!BuildableItems().Any(b => b.Name == order.TargetString))
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return; /* you can't build that!! */
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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{
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bool hasPlayedSound = false;
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BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
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() => self.World.AddFrameEndTask(
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_ =>
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if (isBuilding && !hasPlayedSound)
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{
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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hasPlayedSound = true;
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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else if (!hasPlayedSound && time > 0)
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{
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Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
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hasPlayedSound = true;
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}
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}
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})));
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}
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break;
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}
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case "PauseProduction":
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{
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if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
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Queue[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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CancelProduction(order.TargetString,order.TargetLocation.X);
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break;
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}
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}
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}
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public int GetBuildTime(String unitString)
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{
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var unit = Rules.Info[unitString];
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if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
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return 0;
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if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = cost
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* Info.BuildSpeed
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* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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return (int) time;
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}
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protected void CancelProduction(string itemName, int numberToCancel)
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{
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for (var i = 0; i < numberToCancel; i++)
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CancelProductionInner(itemName);
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}
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void CancelProductionInner(string itemName)
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{
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var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
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if (lastIndex > 0)
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Queue.RemoveAt(lastIndex);
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else if (lastIndex == 0)
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{
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var item = Queue[0];
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playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
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FinishProduction();
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}
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}
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public void FinishProduction()
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{
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if (Queue.Count == 0) return;
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Queue.RemoveAt(0);
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}
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protected void BeginProduction( ProductionItem item )
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{
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Queue.Add(item);
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}
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protected static bool IsDisabledBuilding(Actor a)
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{
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return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
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}
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// Builds a unit from the actor that holds this queue (1 queue per building)
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// Returns false if the unit can't be built
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protected virtual bool BuildUnit( string name )
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{
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// Cannot produce if i'm dead
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if (!self.IsInWorld || self.IsDead())
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{
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CancelProduction(name, 1);
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return true;
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}
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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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{
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FinishProduction();
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return true;
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}
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return false;
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}
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}
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public class ProductionState
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{
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public bool Visible = false;
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public bool Buildable = false;
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public bool Sticky = false;
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}
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public class ProductionItem
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{
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public readonly string Item;
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public readonly ProductionQueue Queue;
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public readonly int TotalTime;
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public readonly int TotalCost;
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public int RemainingTime { get; private set; }
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public int RemainingCost { get; private set; }
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public bool Paused = false, Done = false;
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public Action OnComplete;
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public int slowdown = 0;
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public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
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{
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if (time <= 0) time = 1;
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Item = item;
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RemainingTime = TotalTime = time;
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RemainingCost = TotalCost = cost;
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OnComplete = onComplete;
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Queue = queue;
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//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
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}
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public void Tick(PlayerResources pr, PowerManager pm)
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{
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if (Done)
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{
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if (OnComplete != null) OnComplete();
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return;
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}
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if (Paused) return;
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if (pm.PowerState != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = Queue.Info.LowPowerSlowdown;
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else
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return;
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}
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
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RemainingCost -= costThisFrame;
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RemainingTime -= 1;
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if (RemainingTime > 0) return;
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Done = true;
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}
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}
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}
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