Files
OpenRA/OpenRA.Mods.Common/Traits/Player/PlayerStatistics.cs

222 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Collections.Generic;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to the player actor to collect observer stats.")]
public class PlayerStatisticsInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new PlayerStatistics(init.Self); }
}
public class PlayerStatistics : ITick, IResolveOrder, INotifyCreated, IWorldLoaded
{
PlayerResources resources;
PlayerExperience experience;
public int OrderCount;
public int Experience
{
get
{
return experience != null ? experience.Experience : 0;
}
}
// Low resolution (every 30 seconds) record of earnings, covering the entire game
public List<int> IncomeSamples = new List<int>(100);
public int Income;
public int DisplayIncome;
public List<int> ArmySamples = new List<int>(100);
public int KillsCost;
public int DeathsCost;
public int UnitsKilled;
public int UnitsDead;
public int BuildingsKilled;
public int BuildingsDead;
public int ArmyValue;
// High resolution (every second) record of earnings, limited to the last minute
readonly Queue<int> earnedSeconds = new Queue<int>(60);
int lastIncome;
int lastIncomeTick;
int ticks;
int replayTimestep;
public PlayerStatistics(Actor self) { }
void INotifyCreated.Created(Actor self)
{
resources = self.TraitOrDefault<PlayerResources>();
experience = self.TraitOrDefault<PlayerExperience>();
}
void ITick.Tick(Actor self)
{
ticks++;
var timestep = self.World.IsReplay ? replayTimestep : self.World.Timestep;
if (ticks * timestep >= 30000)
{
ticks = 0;
if (ArmyValue != 0 || self.Owner.WinState == WinState.Undefined)
ArmySamples.Add(ArmyValue);
if (resources != null && (Income != 0 || self.Owner.WinState == WinState.Undefined))
IncomeSamples.Add(Income);
}
if (resources == null)
return;
var tickDelta = self.World.WorldTick - lastIncomeTick;
if (tickDelta * timestep >= 1000)
{
lastIncomeTick = self.World.WorldTick;
var lastEarned = earnedSeconds.Count > 59 ? earnedSeconds.Dequeue() : 0;
lastIncome = DisplayIncome = Income;
Income = resources.Earned - lastEarned;
earnedSeconds.Enqueue(resources.Earned);
}
else
DisplayIncome = int2.Lerp(lastIncome, Income, tickDelta * timestep, 1000);
}
public void ResolveOrder(Actor self, Order order)
{
switch (order.OrderString)
{
case "Chat":
case "HandshakeResponse":
case "PauseGame":
case "StartGame":
case "Disconnected":
case "ServerError":
case "AuthenticationError":
case "SyncLobbyInfo":
case "SyncClientInfo":
case "SyncLobbySlots":
case "SyncLobbyGlobalSettings":
case "SyncClientPing":
case "Ping":
case "Pong":
return;
}
if (order.OrderString.StartsWith("Dev"))
return;
OrderCount++;
}
public void WorldLoaded(World w, WorldRenderer wr)
{
if (w.IsReplay)
replayTimestep = w.WorldActor.Trait<MapOptions>().GameSpeed.Timestep;
ArmySamples.Add(ArmyValue);
IncomeSamples.Add(Income);
}
}
[Desc("Attach this to a unit to update observer stats.")]
public class UpdatesPlayerStatisticsInfo : ITraitInfo
{
[Desc("Add to army value in statistics")]
public bool AddToArmyValue = false;
public object Create(ActorInitializer init) { return new UpdatesPlayerStatistics(this, init.Self); }
}
public class UpdatesPlayerStatistics : INotifyKilled, INotifyCreated, INotifyOwnerChanged, INotifyActorDisposing
{
UpdatesPlayerStatisticsInfo info;
PlayerStatistics playerStats;
int cost = 0;
bool includedInArmyValue = false;
public UpdatesPlayerStatistics(UpdatesPlayerStatisticsInfo info, Actor self)
{
this.info = info;
if (self.Info.HasTraitInfo<ValuedInfo>())
cost = self.Info.TraitInfo<ValuedInfo>().Cost;
playerStats = self.Owner.PlayerActor.Trait<PlayerStatistics>();
}
void INotifyKilled.Killed(Actor self, AttackInfo e)
{
if (self.Owner.WinState != WinState.Undefined)
return;
var attackerStats = e.Attacker.Owner.PlayerActor.Trait<PlayerStatistics>();
var defenderStats = self.Owner.PlayerActor.Trait<PlayerStatistics>();
if (self.Info.HasTraitInfo<BuildingInfo>())
{
attackerStats.BuildingsKilled++;
defenderStats.BuildingsDead++;
}
else if (self.Info.HasTraitInfo<IPositionableInfo>())
{
attackerStats.UnitsKilled++;
defenderStats.UnitsDead++;
}
attackerStats.KillsCost += cost;
defenderStats.DeathsCost += cost;
if (includedInArmyValue)
{
defenderStats.ArmyValue -= cost;
includedInArmyValue = false;
}
}
void INotifyCreated.Created(Actor self)
{
includedInArmyValue = info.AddToArmyValue;
if (includedInArmyValue)
playerStats.ArmyValue += cost;
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
var newOwnerStats = newOwner.PlayerActor.Trait<PlayerStatistics>();
if (includedInArmyValue)
{
playerStats.ArmyValue -= cost;
newOwnerStats.ArmyValue += cost;
}
playerStats = newOwnerStats;
}
void INotifyActorDisposing.Disposing(Actor self)
{
if (includedInArmyValue)
{
playerStats.ArmyValue -= cost;
includedInArmyValue = false;
}
}
}
}