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

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