Files
OpenRA/OpenRA.Game/GameRules/TechTree.cs
2010-07-18 16:48:21 +12:00

100 lines
2.8 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.GameRules
{
public class TechTree
{
readonly Cache<string, List<ActorInfo>> producesIndex = new Cache<string, List<ActorInfo>>(x => new List<ActorInfo>());
public TechTree()
{
foreach( var info in Rules.Info.Values )
{
var pi = info.Traits.GetOrDefault<ProductionInfo>();
if (pi != null)
foreach( var p in pi.Produces )
producesIndex[ p ].Add( info );
}
}
public Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
if (player == null)
return ret;
foreach( var b in player.World.Queries.OwnedBy[player].Where( x=>x.Info.Traits.Contains<BuildingInfo>() ) )
{
ret[ b.Info.Name ].Add( b );
var buildable = b.Info.Traits.GetOrDefault<BuildableInfo>();
if( buildable != null )
foreach( var alt in buildable.AlternateName )
ret[ alt ].Add( b );
}
return ret;
}
public bool CanBuild( ActorInfo info, Player player, Cache<string, List<Actor>> playerBuildings )
{
if (player == null)
return false;
var bi = info.Traits.GetOrDefault<BuildableInfo>();
if( bi == null ) return false;
if( !bi.Owner.Contains( player.Country.Race ) )
return false;
foreach( var p in bi.Prerequisites )
if( playerBuildings[ p ].Count == 0 )
return false;
if( producesIndex[ info.Category ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
return false;
return true;
}
public IEnumerable<string> BuildableItems( Player player, params string[] categories )
{
if (player == null)
yield break;
var playerBuildings = GatherBuildings( player );
foreach (var unit in AllBuildables(categories))
if( CanBuild( unit, player, playerBuildings ) )
yield return unit.Name;
}
public IEnumerable<ActorInfo> AllBuildables(params string[] categories)
{
return Rules.Info.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => categories.Contains( x.Category ) )
.Where( x => x.Traits.Contains<BuildableInfo>() );
}
public IEnumerable<ActorInfo> UnitBuiltAt( ActorInfo info )
{
var builtAt = info.Traits.Get<BuildableInfo>().BuiltAt;
if( builtAt.Length != 0 )
return builtAt.Select( x => Rules.Info[ x.ToLowerInvariant() ] );
else
return producesIndex[ info.Category ];
}
}
}