Files
OpenRA/OpenRA.Game/Traits/Player/ProductionQueue.cs
2010-06-19 14:28:30 +12:00

265 lines
7.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
class ProductionQueueInfo : ITraitInfo
{
public readonly float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public object Create(ActorInitializer init) { return new ProductionQueue(init.self); }
}
class ProductionQueue : IResolveOrder, ITick
{
Actor self;
public ProductionQueue( Actor self )
{
this.self = self;
}
public void Tick( Actor self )
{
foreach( var p in production.OrderBy( p => p.Key ) )
{
while( p.Value.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, p.Key ).Contains( p.Value[ 0 ].Item ) )
{
self.Owner.PlayerActor.traits.Get<PlayerResources>().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far.
FinishProduction(p.Key);
}
if( p.Value.Count > 0 )
( p.Value )[ 0 ].Tick( self.Owner );
}
}
public void ResolveOrder( Actor self, Order order )
{
switch( order.OrderString )
{
case "StartProduction":
{
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
var unit = Rules.Info[order.TargetString];
var ui = unit.Traits.Get<BuildableInfo>();
var time = GetBuildTime(self, order.TargetString);
if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
BeginProduction(unit.Category,
new ProductionItem(order.TargetString, (int)time, ui.Cost,
() => self.World.AddFrameEndTask(
_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (!hasPlayedSound)
{
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio);
hasPlayedSound = true;
}
if (!isBuilding)
BuildUnit(order.TargetString);
})));
}
break;
}
case "PauseProduction":
{
var producing = CurrentItem( Rules.Info[ order.TargetString ].Category );
if( producing != null && producing.Item == order.TargetString )
producing.Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString);
break;
}
}
}
public static int GetBuildTime(Actor self, String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
var ui = unit.Traits.Get<BuildableInfo>();
var time = ui.Cost
* self.Owner.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().BuildSpeed /* todo: country-specific build speed bonus */
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
return (int) time;
}
// Key: Production category.
// TODO: sync this
readonly Cache<string, List<ProductionItem>> production
= new Cache<string, List<ProductionItem>>( _ => new List<ProductionItem>() );
public ProductionItem CurrentItem(string category)
{
return production[category].ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllItems(string category)
{
return production[category];
}
void CancelProduction( string itemName )
{
var category = Rules.Info[itemName].Category;
var queue = production[ category ];
if (queue.Count == 0) return;
var lastIndex = queue.FindLastIndex( a => a.Item == itemName );
if (lastIndex > 0)
{
queue.RemoveAt(lastIndex);
}
else if( lastIndex == 0 )
{
var item = queue[0];
self.Owner.PlayerActor.traits.Get<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
FinishProduction(category);
}
}
public void FinishProduction( string category )
{
var queue = production[category];
if (queue.Count == 0) return;
queue.RemoveAt(0);
}
void BeginProduction( string group, ProductionItem item )
{
production[group].Add(item);
}
void BuildUnit( string name )
{
var newUnitType = Rules.Info[ name ];
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
Actor producer = null;
// Prioritise primary structure in build order
var primaryProducers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => producerTypes.Contains(x.Actor.Info)
&& x.Trait.IsPrimary);
foreach (var p in primaryProducers)
{
// Ignore buildings that are disabled
if (p.Actor.traits.Contains<Building>() && p.Actor.traits.Get<Building>().Disabled)
continue;
producer = p.Actor;
break;
}
// TODO: Be smart about disabled buildings. Units in progress should be paused(?)
// Ignore this for now
// Pick the first available producer
if (producer == null)
{
producer = self.World.Queries.OwnedBy[self.Owner]
.Where( x => producerTypes.Contains( x.Info ) )
.FirstOrDefault();
}
// Something went wrong somewhere...
if( producer == null )
{
CancelProduction( name );
return;
}
if( producer.traits.WithInterface<Production>().Any( p => p.Produce( producer, newUnitType ) ) )
FinishProduction( newUnitType.Category );
}
}
class ProductionItem
{
public readonly string Item;
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;
int slowdown = 0;
public ProductionItem(string item, int time, int cost, Action onComplete)
{
if (time <= 0) time = 1;
Item = item;
RemainingTime = TotalTime = time;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(Player player)
{
if (Done)
{
if (OnComplete != null) OnComplete();
return;
}
if (Paused) return;
if (player.PlayerActor.traits.Get<PlayerResources>().GetPowerState() != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !player.PlayerActor.traits.Get<PlayerResources>().TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
Done = true;
}
}
}