Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
311
OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs
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311
OpenRA.Mods.Common/Scripting/Properties/ProductionProperties.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Traits;
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using OpenRA.Primitives;
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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[] productionTraits;
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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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productionTraits = self.TraitsImplementing<Production>().ToArray();
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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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"If productionType is nil or unavailable, then an exit will be selected based on 'Buildable.BuildAtProductionType'.",
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"If 'Buildable.BuildAtProductionType' is not set either, a random exit will be selected.")]
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public void Produce(string actorType, string factionVariant = null, string productionType = null)
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{
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if (!Self.World.Map.Rules.Actors.TryGetValue(actorType, out var actorInfo))
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throw new LuaException($"Unknown actor type '{actorType}'");
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var bi = actorInfo.TraitInfo<BuildableInfo>();
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Self.QueueActivity(new WaitFor(() =>
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{
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// Go through all available traits and see which one successfully produces
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foreach (var p in productionTraits)
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{
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var type = productionType ?? bi.BuildAtProductionType;
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if (!string.IsNullOrEmpty(type) && !p.Info.Produces.Contains(type))
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continue;
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var inits = new TypeDictionary
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{
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new OwnerInit(Self.Owner),
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new FactionInit(factionVariant ?? BuildableInfo.GetInitialFaction(actorInfo, p.Faction))
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};
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if (p.Produce(Self, actorInfo, type, inits, 0))
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return true;
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}
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// We didn't produce anything, wait until we do
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return false;
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}));
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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
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{
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if (rp.Path.Count > 0)
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return rp.Path[^1];
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var exit = Self.NearestExitOrDefault(Self.CenterPosition);
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if (exit != null)
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return Self.Location + exit.Info.ExitCell;
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return Self.Location;
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}
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set => rp.Path = [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 => 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(actors: actor[]) 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, [ScriptEmmyTypeOverride("fun(actors: actor[])")] LuaFunction actionFunc = null)
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{
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if (triggers.HasAnyCallbacksFor(Trigger.OnProduction))
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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.AllQueued().Any());
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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 player = Self.Owner;
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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 = (a, b) => { };
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productionHandler = (factory, unit) =>
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{
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if (player != factory.Owner)
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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.HasAnyCallbacksFor(Trigger.OnProduction))
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return true;
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return queues.Any(q => GetBuildableInfo(actorType).Queue.Contains(q.Info.Type) && q.AllQueued().Any());
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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.TraitInfoOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException($"Actor of type {actorType} cannot be produced");
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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 = [];
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queues = [];
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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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void GlobalProductionHandler(Actor factory, Actor 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.TryGetValue(queue, out var productionHandler))
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productionHandler(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(actors: actor[]) 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, [ScriptEmmyTypeOverride("fun(actors: actor[])")] 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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// PERF: queues tend to live for a long time so cast to array.
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var queueTypes = typeToQueueMap.Values.Distinct().ToArray();
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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].AllQueued().Any()))
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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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void ProductionHandler(Actor factory, Actor 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.TryGetValue(queue, out var cpq))
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return true;
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return productionHandlers.ContainsKey(queue) || cpq.AllQueued().Any();
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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.TraitInfoOrDefault<BuildableInfo>();
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if (bi == null)
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throw new LuaException($"Actor of type {actorType} cannot be produced");
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else
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return bi;
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}
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}
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}
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