Files
OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs
Matthias Mailänder fcca5a7683 StyleCop
2014-04-20 15:05:43 +02:00

411 lines
13 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[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 : ITraitInfo
{
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
[Desc("This value is used to translate the unit cost into build time.")]
public float BuildSpeed = 0.4f;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
[Desc("Notification played when you can't train another unit",
"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 = "NoBuild";
[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 = "Training";
[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 = "OnHold";
[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 = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, INotifyKilled, INotifySold, ISync, INotifyTransform
{
public readonly Actor self;
public ProductionQueueInfo Info;
PowerManager PlayerPower;
PlayerResources playerResources;
readonly CountryInfo Race;
// A list of things we are currently building
public List<ProductionItem> Queue = new List<ProductionItem>();
[Sync] public int QueueLength { get { return Queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && Queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && Queue[0].Done; } }
// A list of things we could possibly build, even if our race doesn't normally get it
public Dictionary<ActorInfo, ProductionState> Produceable;
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
playerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country;
Produceable = InitTech(playerActor);
}
void ClearQueue()
{
if (Queue.Count == 0)
return;
// Refund the current item
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost);
Queue.Clear();
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
ClearQueue();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
Produceable = InitTech(self.Owner.PlayerActor);
// Force a third(!) tech tree update to ensure that prerequisites are correct.
// The first two updates are triggered by adding/removing the actor when
// changing ownership, *before* the new techtree watchers have been set up.
// This is crap.
self.Owner.PlayerActor.Trait<TechTree>().Update();
}
public void Killed(Actor killed, AttackInfo e) { if (killed == self) ClearQueue(); }
public void Selling(Actor self) {}
public void Sold(Actor self) { ClearQueue(); }
public void OnTransform(Actor self) { ClearQueue(); }
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
{
var tech = new Dictionary<ActorInfo, ProductionState>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prereqs?
var buildable = bi.Owner.Contains(Race.Race);
tech.Add(a, new ProductionState { Visible = buildable && !bi.Hidden });
if (buildable)
ttc.Add(a.Name, bi, this);
}
return tech;
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return Rules.Info.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => x.Traits.Contains<BuildableInfo>() )
.Where( x => x.Traits.Get<BuildableInfo>().Queue == category );
}
public void OverrideProduction(ActorInfo type, bool buildable)
{
Produceable[type].Buildable = buildable;
Produceable[type].Sticky = true;
}
public void PrerequisitesAvailable(string key)
{
var ps = Produceable[ Rules.Info[key] ];
if (!ps.Sticky)
ps.Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
var ps = Produceable[ Rules.Info[key] ];
if (!ps.Sticky)
ps.Buildable = false;
}
public ProductionItem CurrentItem()
{
return Queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return Queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
}
public bool CanBuild(ActorInfo actor)
{
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
}
public virtual void Tick(Actor self)
{
while (Queue.Count > 0 && BuildableItems().All(b => b.Name != Queue[ 0 ].Item))
{
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if (Queue.Count > 0)
Queue[ 0 ].Tick(playerResources);
}
public void ResolveOrder(Actor self, Order order)
{
switch(order.OrderString)
{
case "StartProduction":
{
var unit = Rules.Info[order.TargetString];
var bi = unit.Traits.Get<BuildableInfo>();
if (bi.Queue != Info.Type)
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (BuildableItems().All(b => b.Name != order.TargetString))
return; /* you can't build that!! */
// Check if the player is trying to build more units that they are allowed
if (bi.BuildLimit > 0)
{
var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
if (inQueue + owned >= bi.BuildLimit)
return;
}
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
bool hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, PlayerPower,
() => self.World.AddFrameEndTask(_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
}
break;
}
case "PauseProduction":
{
if (Queue.Count > 0 && Queue[0].Item == order.TargetString)
Queue[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString, order.TargetLocation.X);
break;
}
}
}
virtual public int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int) time;
}
protected void CancelProduction(string itemName, int numberToCancel)
{
for (var i = 0; i < numberToCancel; i++)
CancelProductionInner(itemName);
}
void CancelProductionInner(string itemName)
{
var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
if (lastIndex > 0)
Queue.RemoveAt(lastIndex);
else if (lastIndex == 0)
{
var item = Queue[0];
playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
FinishProduction();
}
}
public void FinishProduction()
{
if (Queue.Count == 0) return;
Queue.RemoveAt(0);
}
protected void BeginProduction(ProductionItem item)
{
Queue.Add(item);
}
// 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(string name)
{
// Cannot produce if i'm dead
if (!self.IsInWorld || self.IsDead())
{
CancelProduction(name, 1);
return true;
}
var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[name]))
{
FinishProduction();
return true;
}
return false;
}
}
public class ProductionState
{
public bool Visible = false;
public bool Buildable = false;
public bool Sticky = false;
}
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
readonly PowerManager pm;
public int TotalTime;
public readonly int TotalCost;
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public int RemainingTimeActual
{
get
{
return (pm.PowerState == PowerState.Normal) ? RemainingTime :
RemainingTime * Queue.Info.LowPowerSlowdown;
}
}
public bool Paused = false, Done = false, Started = false;
public Action OnComplete;
public int slowdown = 0;
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;
//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(PlayerResources pr)
{
if (!Started)
{
var time = Queue.GetBuildTime(Item);
if (time > 0) RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
if (OnComplete != null) OnComplete();
return;
}
if (Paused) return;
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
Done = true;
}
}
}