Files
OpenRA/OpenRA.Mods.Common/Traits/Render/ProductionBar.cs
2020-10-17 23:48:48 +02:00

105 lines
3.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Visualizes the remaining build time of actor produced here.")]
class ProductionBarInfo : ConditionalTraitInfo, Requires<ProductionInfo>, IRulesetLoaded
{
[FieldLoader.Require]
[Desc("Production queue type, for actors with multiple queues.")]
public readonly string ProductionType = null;
public readonly Color Color = Color.SkyBlue;
public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
// Per-actor queue
var queue = ai.TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
// No queues available - check for classic production queues
if (queue == null)
queue = rules.Actors["player"].TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
if (queue == null)
throw new YamlException("Can't find a queue with ProductionType '{0}'".F(ProductionType));
base.RulesetLoaded(rules, ai);
}
public override object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
}
class ProductionBar : ConditionalTrait<ProductionBarInfo>, ISelectionBar, ITick, INotifyOwnerChanged
{
readonly Actor self;
ProductionQueue queue;
float value;
public ProductionBar(Actor self, ProductionBarInfo info)
: base(info)
{
this.self = self;
}
protected override void Created(Actor self)
{
base.Created(self);
FindQueue();
}
void FindQueue()
{
// Per-actor queue
// Note: this includes disabled queues, as each bar must bind to exactly one queue.
queue = self.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
if (queue == null)
{
// No queues available - check for classic production queues
queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
}
}
void ITick.Tick(Actor self)
{
if (IsTraitDisabled)
return;
var current = queue.AllQueued().Where(i => i.Started).MinByOrDefault(i => i.RemainingTime);
value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
}
float ISelectionBar.GetValue()
{
// Only people we like should see our production status.
if (IsTraitDisabled || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
return 0;
return value;
}
Color ISelectionBar.GetColor() { return Info.Color; }
bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
FindQueue();
}
}
}