If a class is caching the TraitsImplementing enumerable, instead cache the results of enumerating it to an array. The avoids having to enumerate the sequence each time it is needed.
278 lines
8.7 KiB
C#
278 lines
8.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Eluant;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Scripting;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Production")]
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public class ProductionProperties : ScriptActorProperties, Requires<ProductionInfo>
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{
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readonly Production p;
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public ProductionProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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p = self.Trait<Production>();
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}
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[ScriptActorPropertyActivity]
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[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked.")]
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public void Produce(string actorType, string raceVariant = null)
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{
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ActorInfo actorInfo;
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if (!Self.World.Map.Rules.Actors.TryGetValue(actorType, out actorInfo))
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throw new LuaException("Unknown actor type '{0}'".F(actorType));
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Self.QueueActivity(new WaitFor(() => p.Produce(Self, actorInfo, raceVariant)));
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}
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}
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[ScriptPropertyGroup("Production")]
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public class RallyPointProperties : ScriptActorProperties, Requires<RallyPointInfo>
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{
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readonly RallyPoint rp;
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public RallyPointProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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rp = self.Trait<RallyPoint>();
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}
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[Desc("Query or set a factory's rally point")]
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public CPos RallyPoint
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{
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get { return rp.Location; }
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set { rp.Location = value; }
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}
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}
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[ScriptPropertyGroup("Production")]
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public class PrimaryBuildingProperties : ScriptActorProperties, Requires<PrimaryBuildingInfo>
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{
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readonly PrimaryBuilding pb;
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public PrimaryBuildingProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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pb = self.Trait<PrimaryBuilding>();
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}
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[Desc("Query or set the factory's primary building status")]
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public bool IsPrimaryBuilding
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{
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get { return pb.IsPrimary; }
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set { pb.SetPrimaryProducer(Self, value); }
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}
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}
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[ScriptPropertyGroup("Production")]
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public class ProductionQueueProperties : ScriptActorProperties, Requires<ProductionQueueInfo>, Requires<ScriptTriggersInfo>
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{
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readonly ProductionQueue[] queues;
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readonly ScriptTriggers triggers;
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public ProductionQueueProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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queues = self.TraitsImplementing<ProductionQueue>().Where(q => q.Enabled).ToArray();
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triggers = TriggerGlobal.GetScriptTriggers(self);
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}
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[Desc("Build the specified set of actors using a TD-style (per building) production queue. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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return false;
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var queue = queues.Where(q => actorTypes.All(t => GetBuildableInfo(t).Queue.Contains(q.Info.Type)))
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.FirstOrDefault(q => q.CurrentItem() == null);
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if (queue == null)
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return false;
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if (actionFunc != null)
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{
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var playerIndex = Self.Owner.ClientIndex;
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var squadSize = actorTypes.Length;
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var squad = new List<Actor>();
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var func = actionFunc.CopyReference() as LuaFunction;
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Action<Actor, Actor> productionHandler = (_, __) => { };
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productionHandler = (factory, unit) =>
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{
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if (playerIndex != factory.Owner.ClientIndex)
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{
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triggers.OnProducedInternal -= productionHandler;
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return;
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}
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squad.Add(unit);
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if (squad.Count >= squadSize)
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{
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using (func)
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using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(Context))
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func.Call(luaSquad).Dispose();
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triggers.OnProducedInternal -= productionHandler;
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}
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};
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triggers.OnProducedInternal += productionHandler;
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}
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foreach (var actorType in actorTypes)
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queue.ResolveOrder(Self, Order.StartProduction(Self, actorType, 1));
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return true;
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}
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy." +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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return true;
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return queues.Where(q => GetBuildableInfo(actorType).Queue.Contains(q.Info.Type))
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.Any(q => q.CurrentItem() != null);
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}
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BuildableInfo GetBuildableInfo(string actorType)
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{
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var ri = Self.World.Map.Rules.Actors[actorType];
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var bi = ri.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
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else
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return bi;
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}
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}
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[ScriptPropertyGroup("Production")]
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public class ClassicProductionQueueProperties : ScriptPlayerProperties, Requires<ClassicProductionQueueInfo>, Requires<ScriptTriggersInfo>
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{
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readonly Dictionary<string, Action<Actor, Actor>> productionHandlers;
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readonly Dictionary<string, ClassicProductionQueue> queues;
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public ClassicProductionQueueProperties(ScriptContext context, Player player)
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: base(context, player)
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{
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productionHandlers = new Dictionary<string, Action<Actor, Actor>>();
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queues = new Dictionary<string, ClassicProductionQueue>();
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foreach (var q in player.PlayerActor.TraitsImplementing<ClassicProductionQueue>().Where(q => q.Enabled))
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queues.Add(q.Info.Type, q);
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Action<Actor, Actor> globalProductionHandler = (factory, unit) =>
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{
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if (factory.Owner != player)
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return;
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var queue = GetBuildableInfo(unit.Info.Name).Queue.First();
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if (productionHandlers.ContainsKey(queue))
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productionHandlers[queue](factory, unit);
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};
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var triggers = TriggerGlobal.GetScriptTriggers(player.PlayerActor);
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triggers.OnOtherProducedInternal += globalProductionHandler;
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}
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[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors. Note: This function will fail to work when called " +
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"during the first tick")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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var typeToQueueMap = new Dictionary<string, string>();
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foreach (var actorType in actorTypes.Distinct())
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typeToQueueMap.Add(actorType, GetBuildableInfo(actorType).Queue.First());
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var queueTypes = typeToQueueMap.Values.Distinct();
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if (queueTypes.Any(t => !queues.ContainsKey(t) || productionHandlers.ContainsKey(t)))
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return false;
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if (queueTypes.Any(t => queues[t].CurrentItem() != null))
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return false;
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if (actionFunc != null)
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{
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var squadSize = actorTypes.Length;
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var squad = new List<Actor>();
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var func = actionFunc.CopyReference() as LuaFunction;
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Action<Actor, Actor> productionHandler = (factory, unit) =>
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{
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squad.Add(unit);
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if (squad.Count >= squadSize)
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{
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using (func)
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using (var luaSquad = squad.Where(u => !u.IsDead).ToArray().ToLuaValue(Context))
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func.Call(luaSquad).Dispose();
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foreach (var q in queueTypes)
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productionHandlers.Remove(q);
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}
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};
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foreach (var q in queueTypes)
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productionHandlers.Add(q, productionHandler);
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}
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foreach (var actorType in actorTypes)
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{
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var queue = queues[typeToQueueMap[actorType]];
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queue.ResolveOrder(queue.Actor, Order.StartProduction(queue.Actor, actorType, 1));
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}
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return true;
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}
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[Desc("Check whether the production queue that builds this type of actor is currently busy." +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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var queue = GetBuildableInfo(actorType).Queue.First();
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if (!queues.ContainsKey(queue))
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return true;
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return productionHandlers.ContainsKey(queue) || queues[queue].CurrentItem() != null;
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}
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BuildableInfo GetBuildableInfo(string actorType)
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{
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var ri = Player.World.Map.Rules.Actors[actorType];
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var bi = ri.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException("Actor of type {0} cannot be produced".F(actorType));
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else
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return bi;
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}
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}
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} |