Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs
RoosterDragon e6914f707a Introduce FirstOrDefault extensions method for Array.Find and List.Find.
This allows the LINQ spelling to be used, but benefits from the performance improvement of the specific methods for these classes that provide the same result.
2023-11-19 19:28:57 +02:00

727 lines
22 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
"If one builds another actor of this type, he will get a separate queue to create two actors",
"at the same time. Will only work together with the Production: trait.")]
public class ProductionQueueInfo : TraitInfo, IRulesetLoaded
{
[FieldLoader.Require]
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("The value used when ordering this for display (e.g. in the Spectator UI).")]
public readonly int DisplayOrder = 0;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
[Desc("Only enable this queue for certain factions.")]
public readonly HashSet<string> Factions = new();
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("Should right clicking on the icon instantly cancel the production instead of putting it on hold?")]
public readonly bool DisallowPaused = false;
[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
public readonly int BuildDurationModifier = 100;
[Desc("Maximum number of a single actor type that can be queued (0 = infinite).")]
public readonly int ItemLimit = 999;
[Desc("Maximum number of items that can be queued across all actor types (0 = infinite).")]
public readonly int QueueLimit = 0;
[Desc("The build time is multiplied with this percentage on low power.")]
public readonly int LowPowerModifier = 100;
[Desc("Production items that have more than this many items in the queue will be produced in a loop.")]
public readonly int InfiniteBuildLimit = -1;
[NotificationReference("Speech")]
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when production is complete.")]
public readonly string ReadyTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't train another actor",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when you can't train another actor",
"when the build limit exceeded or the exit is jammed.")]
public readonly string BlockedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't queue another actor",
"when the queue length limit is exceeded.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string LimitedAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when you can't queue another actor",
"when the queue length limit is exceeded.")]
public readonly string LimitedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't place a building.",
"Overrides PlaceBuilding.CannotPlaceNotification for this queue.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CannotPlaceAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when user clicks on the build palette icon.")]
public readonly string QueuedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when player right-clicks on the build palette icon.")]
public readonly string OnHoldTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = null;
[TranslationReference(optional: true)]
[Desc("Notification displayed when player right-clicks on a build palette icon that is already on hold.")]
public readonly string CancelledTextNotification = null;
public override object Create(ActorInitializer init) { return new ProductionQueue(init, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (LowPowerModifier <= 0)
throw new YamlException("Production queue must have LowPowerModifier of at least 1.");
}
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyOwnerChanged, INotifyKilled, INotifySold, ISync, INotifyTransform, INotifyCreated
{
public readonly ProductionQueueInfo Info;
// A list of things we could possibly build
protected readonly Dictionary<ActorInfo, ProductionState> Producible = new();
protected readonly List<ProductionItem> Queue = new();
readonly IEnumerable<ActorInfo> allProducibles;
readonly IEnumerable<ActorInfo> buildableProducibles;
protected Production[] productionTraits;
// Will change if the owner changes
PowerManager playerPower;
protected PlayerResources playerResources;
protected DeveloperMode developerMode;
protected TechTree techTree;
public Actor Actor { get; }
[Sync]
public bool Enabled { get; protected set; }
public string Faction { get; private set; }
[Sync]
public bool IsValidFaction { get; private set; }
public ProductionQueue(ActorInitializer init, ProductionQueueInfo info)
{
Actor = init.Self;
Info = info;
Faction = init.GetValue<FactionInit, string>(Actor.Owner.Faction.InternalName);
IsValidFaction = info.Factions.Count == 0 || info.Factions.Contains(Faction);
Enabled = IsValidFaction;
allProducibles = Producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
buildableProducibles = Producible.Where(a => a.Value.Buildable).Select(a => a.Key);
}
void INotifyCreated.Created(Actor self)
{
playerPower = self.Owner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
developerMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
techTree = self.Owner.PlayerActor.Trait<TechTree>();
productionTraits = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).ToArray();
CacheProducibles();
}
protected void ClearQueue()
{
// Refund the current item
foreach (var item in Queue)
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
Queue.Clear();
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
ClearQueue();
playerPower = newOwner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();
techTree = newOwner.PlayerActor.Trait<TechTree>();
if (!Info.Sticky)
{
Faction = self.Owner.Faction.InternalName;
IsValidFaction = Info.Factions.Count == 0 || Info.Factions.Contains(Faction);
}
// Regenerate the producibles and tech tree state
oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
CacheProducibles();
techTree.Update();
}
void INotifyKilled.Killed(Actor killed, AttackInfo e) { if (killed == Actor) { ClearQueue(); Enabled = false; } }
void INotifySold.Selling(Actor self) { ClearQueue(); Enabled = false; }
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self) { ClearQueue(); Enabled = false; }
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void CacheProducibles()
{
Producible.Clear();
if (!Enabled)
return;
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.TraitInfo<BuildableInfo>();
Producible.Add(a, new ProductionState());
techTree.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return Actor.World.Map.Rules.Actors.Values
.Where(x =>
x.Name[0] != '^' &&
x.HasTraitInfo<BuildableInfo>() &&
x.TraitInfo<BuildableInfo>().Queue.Contains(category));
}
public void PrerequisitesAvailable(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Buildable = false;
}
public void PrerequisitesItemHidden(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Visible = false;
}
public void PrerequisitesItemVisible(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Visible = true;
}
public virtual bool IsProducing(ProductionItem item)
{
return Queue.Count > 0 && Queue[0] == item;
}
public ProductionItem CurrentItem()
{
return Queue.ElementAtOrDefault(0);
}
public virtual IEnumerable<ProductionItem> AllQueued()
{
return Queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
return Enumerable.Empty<ActorInfo>();
if (developerMode.AllTech)
return Producible.Keys;
return allProducibles;
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
return Enumerable.Empty<ActorInfo>();
if (!Enabled)
return Enumerable.Empty<ActorInfo>();
if (developerMode.AllTech)
return Producible.Keys;
return buildableProducibles;
}
public bool CanBuild(ActorInfo actor)
{
if (!Producible.TryGetValue(actor, out var ps))
return false;
return ps.Buildable || developerMode.AllTech;
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
// PERF: Avoid LINQ when checking whether all production traits are disabled/paused
var anyEnabledProduction = false;
var anyUnpausedProduction = false;
foreach (var p in productionTraits)
{
anyEnabledProduction |= !p.IsTraitDisabled;
anyUnpausedProduction |= !p.IsTraitPaused;
}
if (!anyEnabledProduction)
ClearQueue();
Enabled = IsValidFaction && anyEnabledProduction;
TickInner(self, !anyUnpausedProduction);
}
protected virtual void TickInner(Actor self, bool allProductionPaused)
{
CancelUnbuildableItems();
if (Queue.Count > 0 && !allProductionPaused)
Queue[0].Tick(playerResources);
}
protected void CancelUnbuildableItems()
{
if (Queue.Count == 0)
return;
var buildableNames = BuildableItems().Select(b => b.Name).ToHashSet();
// EndProduction removes the item from the queue, so we enumerate
// by index in reverse to avoid issues with index reassignment
for (var i = Queue.Count - 1; i >= 0; i--)
{
if (buildableNames.Contains(Queue[i].Item))
continue;
// Refund what's been paid so far
playerResources.GiveCash(Queue[i].TotalCost - Queue[i].RemainingCost);
EndProduction(Queue[i]);
}
}
public bool CanQueue(ActorInfo actor, out string notificationAudio, out string notificationText)
{
notificationAudio = Info.BlockedAudio;
notificationText = Info.BlockedTextNotification;
var bi = actor.TraitInfoOrDefault<BuildableInfo>();
if (bi == null)
return false;
if (!developerMode.AllTech)
{
if (Info.QueueLimit > 0 && Queue.Count >= Info.QueueLimit)
{
notificationAudio = Info.LimitedAudio;
notificationText = Info.LimitedTextNotification;
return false;
}
var queueCount = Queue.Count(i => i.Item == actor.Name);
if (Info.ItemLimit > 0 && queueCount >= Info.ItemLimit)
{
notificationAudio = Info.LimitedAudio;
notificationText = Info.LimitedTextNotification;
return false;
}
if (bi.BuildLimit > 0)
{
var owned = Actor.Owner.World.ActorsHavingTrait<Buildable>()
.Count(a => a.Info.Name == actor.Name && a.Owner == Actor.Owner);
if (queueCount + owned >= bi.BuildLimit)
return false;
}
}
notificationAudio = Info.QueuedAudio;
notificationText = Info.QueuedTextNotification;
return true;
}
public void ResolveOrder(Actor self, Order order)
{
if (!Enabled)
return;
var rules = self.World.Map.Rules;
switch (order.OrderString)
{
case "StartProduction":
var unit = rules.Actors[order.TargetString];
var bi = unit.TraitInfo<BuildableInfo>();
// Not built by this queue
if (!bi.Queue.Contains(Info.Type))
return;
// You can't build that
if (BuildableItems().All(b => b.Name != order.TargetString))
return;
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (!developerMode.AllTech)
{
if (Info.QueueLimit > 0)
fromLimit = Info.QueueLimit - Queue.Count;
if (Info.ItemLimit > 0)
fromLimit = Math.Min(fromLimit, Info.ItemLimit - Queue.Count(i => i.Item == order.TargetString));
if (bi.BuildLimit > 0)
{
var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
fromLimit = Math.Min(fromLimit, bi.BuildLimit - (inQueue + owned));
}
if (fromLimit <= 0)
return;
}
var cost = GetProductionCost(unit);
var time = GetBuildTime(unit, bi);
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
// Make sure the item hasn't been invalidated between the ProductionItem ticking and this FrameEndTask running
if (!Queue.Any(i => i.Done && i.Item == unit.Name))
return;
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
}
else if (!isBuilding)
{
if (BuildUnit(unit))
{
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
}
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.BlockedTextNotification);
}
}
})), !order.Queued);
}
break;
case "PauseProduction":
PauseProduction(order.TargetString, order.ExtraData != 0);
break;
case "CancelProduction":
CancelProduction(order.TargetString, order.ExtraData);
break;
}
}
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi)
{
if (developerMode.FastBuild)
return 0;
var time = bi.BuildDuration;
if (time == -1)
time = GetProductionCost(unit);
var modifiers = unit.TraitInfos<IProductionTimeModifierInfo>()
.Select(t => t.GetProductionTimeModifier(techTree, Info.Type))
.Append(bi.BuildDurationModifier)
.Append(Info.BuildDurationModifier);
return Util.ApplyPercentageModifiers(time, modifiers);
}
public virtual int GetProductionCost(ActorInfo unit)
{
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
if (valued == null)
return 0;
var modifiers = unit.TraitInfos<IProductionCostModifierInfo>()
.Select(t => t.GetProductionCostModifier(techTree, Info.Type));
return Util.ApplyPercentageModifiers(valued.Cost, modifiers);
}
protected virtual void PauseProduction(string itemName, bool paused)
{
Queue.FirstOrDefault(a => a.Item == itemName)?.Pause(paused);
}
protected virtual void CancelProduction(string itemName, uint numberToCancel)
{
for (var i = 0; i < numberToCancel; i++)
if (!CancelProductionInner(itemName))
break;
}
protected bool CancelProductionInner(string itemName)
{
var item = Queue.LastOrDefault(a => a.Item == itemName);
if (item != null)
{
if (item.Infinite)
{
item.Infinite = false;
for (var i = 1; i < Info.InfiniteBuildLimit; i++)
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete));
}
else
{
// Refund what has been paid
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
EndProduction(item);
}
return true;
}
return false;
}
public void EndProduction(ProductionItem item)
{
Queue.Remove(item);
if (item.Infinite)
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete) { Infinite = true });
}
protected virtual void BeginProduction(ProductionItem item, bool hasPriority)
{
if (Queue.Any(i => i.Item == item.Item && i.Infinite))
return;
if (hasPriority && Queue.Count > 1)
Queue.Insert(1, item);
else
Queue.Add(item);
if (Info.InfiniteBuildLimit < 0)
return;
var queued = Queue.FindAll(i => i.Item == item.Item);
if (queued.Count <= Info.InfiniteBuildLimit)
return;
queued[0].Infinite = true;
for (var i = 1; i < queued.Count; i++)
{
// Refund what has been paid
playerResources.GiveCash(queued[i].TotalCost - queued[i].RemainingCost);
EndProduction(queued[i]);
}
}
public virtual int RemainingTimeActual(ProductionItem item)
{
return item.RemainingTimeActual;
}
// Returns the actor/trait that is most likely (but not necessarily guaranteed) to produce something in this queue
public virtual TraitPair<Production> MostLikelyProducer()
{
var trait = productionTraits
.Where(p => !p.IsTraitDisabled && p.Info.Produces.Contains(Info.Type))
.OrderBy(p => p.IsTraitPaused)
.FirstOrDefault();
return new TraitPair<Production>(Actor, trait);
}
// 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(ActorInfo unit)
{
var mostLikelyProducerTrait = MostLikelyProducer().Trait;
// Cannot produce if I'm dead or trait is disabled
if (!Actor.IsInWorld || Actor.IsDead || mostLikelyProducerTrait == null)
{
CancelProduction(unit.Name, 1);
return false;
}
var inits = new TypeDictionary
{
new OwnerInit(Actor.Owner),
new FactionInit(BuildableInfo.GetInitialFaction(unit, Faction))
};
var bi = unit.TraitInfo<BuildableInfo>();
var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
var item = Queue.First(i => i.Done && i.Item == unit.Name);
if (!mostLikelyProducerTrait.IsTraitPaused && mostLikelyProducerTrait.Produce(Actor, unit, type, inits, item.TotalCost))
{
EndProduction(item);
return true;
}
return false;
}
}
public class ProductionState
{
public bool Visible = true;
public bool Buildable = false;
}
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
public readonly int TotalCost;
public readonly Action OnComplete;
public int TotalTime { get; private set; }
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public int RemainingTimeActual =>
(pm == null || pm.PowerState == PowerState.Normal) ? RemainingTime :
RemainingTime * Queue.Info.LowPowerModifier / 100;
public bool Paused { get; private set; }
public bool Done { get; private set; }
public bool Started { get; private set; }
public int Slowdown { get; private set; }
public bool Infinite { get; set; }
public int BuildPaletteOrder { get; }
readonly ActorInfo ai;
readonly BuildableInfo bi;
readonly PowerManager pm;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
RemainingTime = TotalTime = 1;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
ai = Queue.Actor.World.Map.Rules.Actors[Item];
bi = ai.TraitInfo<BuildableInfo>();
BuildPaletteOrder = bi.BuildPaletteOrder;
Infinite = false;
}
public void Tick(PlayerResources pr)
{
if (!Started)
{
var time = Queue.GetBuildTime(ai, bi);
if (time > 0)
RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
OnComplete?.Invoke();
return;
}
if (Paused)
return;
if (pm != null && pm.PowerState != PowerState.Normal)
{
Slowdown -= 100;
if (Slowdown < 0)
Slowdown = Queue.Info.LowPowerModifier + Slowdown;
else
return;
}
var expectedRemainingCost = RemainingTime == 1 ? 0 : TotalCost * RemainingTime / Math.Max(1, TotalTime);
var costThisFrame = RemainingCost - expectedRemainingCost;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame, true))
return;
RemainingCost -= costThisFrame;
RemainingTime--;
if (RemainingTime > 0)
return;
Done = true;
}
public void Pause(bool paused) { Paused = paused; }
}
}