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