Esempio n. 1
0
        public BuildPaletteWidget(World world, WorldRenderer worldRenderer)
        {
            this.world = world;
            this.worldRenderer = worldRenderer;

            cantBuild = new Animation("clock");
            cantBuild.PlayFetchIndex("idle", () => 0);
            clock = new Animation("clock");
            VisibleQueues = new List<ProductionQueue>();
            CurrentQueue = null;
        }
        public PlaceBuildingOrderGenerator(ProductionQueue queue, string name)
        {
            Producer = queue.Actor;
            Building = name;

            var map = Producer.World.Map;
            var tileset = Producer.World.TileSet.Id.ToLowerInvariant();
            BuildingInfo = map.Rules.Actors[Building].Traits.Get<BuildingInfo>();

            buildOk = map.SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
            buildBlocked = map.SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
        }
Esempio n. 3
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		bool TickQueue(ProductionQueue queue)
		{
			var currentBuilding = queue.CurrentItem();

			// Waiting to build something
			if (currentBuilding == null)
			{
				var item = ChooseBuildingToBuild(queue);
				if (item == null)
					return false;

				HackyAI.BotDebug("AI: {0} is starting production of {1}".F(player, item.Name));
				world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
			}

			// Production is complete
			else if (currentBuilding.Done)
			{
				// Choose the placement logic
				// HACK: HACK HACK HACK
				var type = BuildingType.Building;
				if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
					type = BuildingType.Defense;
				else if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<OreRefineryInfo>())
					type = BuildingType.Refinery;

				var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
				if (location == null)
				{
					HackyAI.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item));
					world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
				}
				else
				{
					world.IssueOrder(new Order("PlaceBuilding", player.PlayerActor, false)
					{
						TargetLocation = location.Value,
						TargetString = currentBuilding.Item,
						TargetActor = queue.Actor,
						SuppressVisualFeedback = true
					});

					return true;
				}
			}

			return true;
		}
Esempio n. 4
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        public BuildPaletteWidget(World world, WorldRenderer worldRenderer)
        {
            this.world = world;
            this.worldRenderer = worldRenderer;

            cantBuild = new Animation("clock");
            cantBuild.PlayFetchIndex("idle", () => 0);
            clock = new Animation("clock");
            paletteOrigin = paletteClosedOrigin;
            VisibleQueues = new List<ProductionQueue>();
            CurrentQueue = null;

            iconSprites = Rules.Info.Values
                .Where(u => u.Traits.Contains<BuildableInfo>() && u.Name[0] != '^')
                .ToDictionary(
                    u => u.Name,
                    u => Game.modData.SpriteLoader.LoadAllSprites(
                        u.Traits.Get<TooltipInfo>().Icon ?? (u.Name + "icon"))[0]);
        }
Esempio n. 5
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        public override void Tick()
        {
            VisibleQueues.Clear();

            var queues = world.ActorsWithTrait<ProductionQueue>()
                .Where(p => p.Actor.Owner == world.LocalPlayer)
                .Select(p => p.Trait);

            if (CurrentQueue != null && CurrentQueue.self.Destroyed)
                CurrentQueue = null;

            foreach (var queue in queues)
            {
                if (queue.AllItems().Count() > 0)
                    VisibleQueues.Add(queue);
                else if (CurrentQueue == queue)
                    CurrentQueue = null;
            }
            if (CurrentQueue == null)
                CurrentQueue = VisibleQueues.FirstOrDefault();

            TickPaletteAnimation(world);
        }
Esempio n. 6
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        public void SetCurrentTab(ProductionQueue queue)
        {
            if (!paletteOpen)
                paletteAnimating = true;

            paletteOpen = true;
            CurrentQueue = queue;
        }
Esempio n. 7
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        Action<MouseInput> HandleTabClick(ProductionQueue queue, World world)
        {
            return mi =>
            {
                if (mi.Button != MouseButton.Left)
                    return;

                Sound.PlayNotification(world.Map.Rules, null, "Sounds", "TabClick", null);
                var wasOpen = paletteOpen;
                paletteOpen = CurrentQueue != queue || !wasOpen;
                CurrentQueue = queue;
                if (wasOpen != paletteOpen)
                    paletteAnimating = true;
            };
        }
Esempio n. 8
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        String ChooseShip(ProductionQueue queue)
        {
            String item = null;

            // SS MSUB DD CA PT
            if (AI.p.Country.Race == "soviet")
            {
                int random = AI.random.Next() % 2;

                if (random == 0)
                {
                    item = "ss";
                }
                else if (random == 1)
                {
                    item = "msub";
                }
            }

            else if (AI.p.Country.Race == "allies")
            {
                int random = AI.random.Next() % 3;

                if (random == 0)
                {
                    item = "dd";
                }
                else if (random == 1)
                {
                    item = "ca";
                }
                else if (random == 2)
                {
                    item = "pt";
                }
            }

            var buildableThings = queue.BuildableItems();
            if (buildableThings.Any(b => b.Name == item)) return item; // Return it only if we can actually build it
            return null;
        }
Esempio n. 9
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        // pbox hbox gun agun ftur tsla sam
        String ChooseStructure(ProductionQueue queue)
        {
            if (!HasAdequateItem("weap", 1)) return null; // Don't start producing until we have a War Factory
            String item = null;
            var buildableThings = queue.BuildableItems();

            if (AI.p.Country.Race == "soviet")
            {
                int random = AI.random.Next() % 3;

                if (random == 0)
                {
                    if (!HasAdequateItem("ftur", MaxCheapDefense)) item = "ftur";
                }
                else if (random == 1)
                {
                    if (!HasAdequateItem("tsla", MaxExpensiveDefense)) item = "tsla";
                }
                else if (random == 2)
                {
                    if (!HasAdequateItem("sam", MaxAntiAirDefense)) item = "sam";
                }
            }

            else if (AI.p.Country.Race == "allies")
            {
                int random = AI.random.Next() % 4;

                if (random == 0)
                {
                    if (!HasAdequateItem("pbox", MaxCheapDefense)) item = "pbox";
                }
                else if (random == 1)
                {
                    if (!HasAdequateItem("gun", MaxExpensiveDefense)) item = "gun";
                }
                else if (random == 2)
                {
                    if (!HasAdequateItem("agun", MaxAntiAirDefense)) item = "agun";
                }
                else if (random == 3)
                {
                    if (!HasAdequateItem("hbox", MaxCheapDefense)) item = "hbox";
                }
            }

            if (buildableThings.Any(b => b.Name == item)) return item;
            return null;
        }
Esempio n. 10
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        String ChooseStructure(ProductionQueue queue)
        {
            String item = null;
            var buildableThings = queue.BuildableItems();

            if (!HasAdequateItem("powr", 1)) { return "powr"; }

            if (!HasAdequatePower())
                if (buildableThings.Any(b => b.Name == "apwr"))
                    return "apwr";
                else
                    return "powr";

            if (AI.p.Country.Race == "soviet")
                if (!HasAdequateItem("barr", 1)) { return "barr"; }
            if (AI.p.Country.Race == "allies")
                if (!HasAdequateItem("tent", 1)) { return "tent"; }

            if (!HasAdequateItem("proc", 1)) { return "proc"; }

            if (!HasAdequateItem("weap", 1)) { return "weap"; }

            if (!HasAdequateItem("apwr", 1)) { return "apwr"; }

            if (!HasAdequateItem("weap", 2)) { return "weap"; }

            if (!HasAdequateItem("dome", 1)) { return "dome"; }

            if (AI.p.Country.Race == "soviet")
                if (!HasAdequateItem("afld", 1)) { return "afld"; }
            if (AI.p.Country.Race == "allies")
                if (!HasAdequateItem("hpad", 1)) { return "hpad"; }

            if (AI.p.Country.Race == "soviet")
                if (!HasAdequateItem("afld", 2)) { return "afld"; }
            if (AI.p.Country.Race == "allies")
                if (!HasAdequateItem("hpad", 2)) { return "hpad"; }

            if (AI.p.Country.Race == "soviet")
                if (!HasAdequateItem("spen", 1) && (ChooseBuildLocation("spen") !=  null) ) { return "spen"; }
            if (AI.p.Country.Race == "allies")
                if (!HasAdequateItem("syrd", 1) && (ChooseBuildLocation("syrd") != null)) { return "syrd"; }

            if (!HasAdequateItem("weap", 3)) { return "weap"; }

            if (!HasAdequateItem("apwr", 2)) { return "apwr"; }

            if (AI.p.Country.Race == "soviet")
                if (!HasAdequateItem("stek", 1)) { return "stek"; }
            if (AI.p.Country.Race == "allies")
                if (!HasAdequateItem("atek", 1)) { return "atek"; }

            if (!HasAdequateItem("apwr", 3)) { return "apwr"; }

            if (!HasAdequateItem("proc", 2)) { return "proc"; }

            return item;
        }
Esempio n. 11
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		ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
		{
			var buildableThings = queue.BuildableItems();

			// First priority is to get out of a low power situation
			if (playerPower.ExcessPower < 0)
			{
				var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<BuildingInfo>().Power);
				if (power != null && power.Traits.Get<BuildingInfo>().Power > 0)
				{
					HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name);
					return power;
				}
			}

			// Next is to build up a strong economy
			if (!ai.HasAdequateProc() || !ai.HasMinimumProc())
			{
				var refinery = GetProducibleBuilding("Refinery", buildableThings);
				if (refinery != null)
				{
					HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name);
					return refinery;
				}
			}

			// Make sure that we can can spend as fast as we are earning
			if (ai.Info.NewProductionCashThreshold > 0 && playerResources.Resources > ai.Info.NewProductionCashThreshold)
			{
				var production = GetProducibleBuilding("Production", buildableThings);
				if (production != null)
				{
					HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name);
					return production;
				}
			}

			// Create some head room for resource storage if we really need it
			if (playerResources.AlertSilo)
			{
				var silo = GetProducibleBuilding("Silo", buildableThings);
				if (silo != null)
				{
					HackyAI.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name);
					return silo;
				}
			}

			// Build everything else
			foreach (var frac in ai.Info.BuildingFractions.Shuffle(ai.random))
			{
				var name = frac.Key;

				// Can we build this structure?
				if (!buildableThings.Any(b => b.Name == name))
					continue;

				// Do we want to build this structure?
				var count = playerBuildings.Count(a => a.Info.Name == name);
				if (count > frac.Value * playerBuildings.Length)
					continue;

				if (ai.Info.BuildingLimits.ContainsKey(name) && ai.Info.BuildingLimits[name] <= count)
					continue;

				// Will this put us into low power?
				var actor = world.Map.Rules.Actors[frac.Key];
				var bi = actor.Traits.Get<BuildingInfo>();
				if (playerPower.ExcessPower < 0 || playerPower.ExcessPower < bi.Power)
				{
					// Try building a power plant instead
					var power = GetProducibleBuilding("Power", buildableThings, a => a.Traits.Get<BuildingInfo>().Power);
					if (power != null && power.Traits.Get<BuildingInfo>().Power > 0)
					{
						HackyAI.BotDebug("{0} decided to build {1}: Priority override (would be low power)", queue.Actor.Owner, power.Name);
						return power;
					}
				}

				// Lets build this
				HackyAI.BotDebug("{0} decided to build {1}: Desired is {2} ({3} / {4}); current is {5} / {4}", queue.Actor.Owner, name, frac.Value, frac.Value * playerBuildings.Length, playerBuildings.Length, count);
				return actor;
			}

			// Too spammy to keep enabled all the time, but very useful when debugging specific issues.
			// HackyAI.BotDebug("{0} couldn't decide what to build for queue {1}.", queue.Actor.Owner, queue.Info.Group);
			return null;
		}
Esempio n. 12
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 ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
 {
     var buildableThings = queue.BuildableItems();
     if (buildableThings.Count() == 0) return null;
     return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
 }
Esempio n. 13
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        ActorInfo ChooseBuildingToBuild(ProductionQueue queue, bool buildPower)
        {
            var buildableThings = queue.BuildableItems();

            if (!HasAdequatePower())	/* try to maintain 20% excess power */
            {
                if (!buildPower) return null;

                /* find the best thing we can build which produces power */
                return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
                    .OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
            }

            var myBuildings = p.World
                .ActorsWithTrait<Building>()
                .Where( a => a.Actor.Owner == p )
                .Select(a => a.Actor.Info.Name).ToArray();

            foreach (var frac in Info.BuildingFractions)
                if (buildableThings.Any(b => b.Name == frac.Key))
                    if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length &&
                        playerPower.ExcessPower >= Rules.Info[frac.Key].Traits.Get<BuildingInfo>().Power)
                        return Rules.Info[frac.Key];

            return null;
        }
Esempio n. 14
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        String ChooseAircraft(ProductionQueue queue)
        {
            String item = null;

            if (AI.p.Country.Race == "soviet")
            {
                int random = AI.random.Next() % 3;

                if (random == 0)
                {
                    item = "yak";
                }
                else if (random == 1)
                {
                    item = "mig";
                }
                else if (random == 2)
                {
                    item = "hind";
                }
            }

            else if (AI.p.Country.Race == "allies")
            {
                    item = "heli";
            }

            if (item == "heli" || item == "hind")
            {
                var hpads = world.ActorsWithTrait<Building>()
                    .Where(a => a.Actor.Owner == AI.p && a.Actor.Info.Name == "hpad").Count();

                var helis = world.Actors
                    .Where(a => a.Owner == AI.p && a.Info.Name == "heli"
                    || a.Info.Name == "hind").Count();

                if ((hpads * 1) <= helis) // Max amount of allowed helis
                {
                    item = null;
                }
            }

            if (item == "mig" || item == "yak")
            {
                var aflds = world.ActorsWithTrait<Building>()
                    .Where(a => a.Actor.Owner == AI.p && a.Actor.Info.Name == "afld").Count();

                var planes = world.Actors
                    .Where(a => a.Owner == AI.p && a.Info.Name == "yak"
                    || a.Info.Name == "mig").Count();

                if ((aflds * 1) <= planes) // Max amount of allowed planes
                {
                    item = null;
                }
            }

            var buildableThings = queue.BuildableItems();
            if (buildableThings.Any(b => b.Name == item)) return item; // Return it only if we can actually build it
            return null;
        }
Esempio n. 15
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		int DrawPalette(ProductionQueue queue)
		{
			buttons.Clear();

			var paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
			var origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
			var iconOffset = 0.5f * new float2(IconWidth, IconHeight);
			var x = 0;
			var y = 0;

			if (queue != null)
			{
				var buildableItems = queue.BuildableItems().ToArray();
				var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder).ToArray();

				var overlayBits = new List<Pair<Sprite, float2>>();
				var textBits = new List<Pair<float2, string>>();
				numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);

				// Palette Background
				WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
				for (var w = 0; w < numActualRows; w++)
					WidgetUtils.DrawRGBA(
						ChromeProvider.GetImage(paletteCollection, "bg-" + (w % 4)),
						new float2(origin.X - 9, origin.Y + IconHeight * w));
				WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "bottom"),
					new float2(origin.X - 9, origin.Y - 1 + IconHeight * numActualRows));


				// Icons
				string tooltipItem = null;
				foreach (var item in allBuildables)
				{
					var rect = new RectangleF(origin.X + x * IconWidth, origin.Y + IconHeight * y, IconWidth, IconHeight);
					var drawPos = new float2(rect.Location);
					var icon = new Animation(world, RenderSimple.GetImage(item));
					icon.Play(item.Traits.Get<TooltipInfo>().Icon);
					WidgetUtils.DrawSHPCentered(icon.Image, drawPos + iconOffset, worldRenderer);

					var firstOfThis = queue.AllQueued().FirstOrDefault(a => a.Item == item.Name);

					if (rect.Contains(Viewport.LastMousePos))
						tooltipItem = item.Name;

					var overlayPos = drawPos + new float2(32, 16);

					if (firstOfThis != null)
					{
						clock.PlayFetchIndex("idle",
							() => (firstOfThis.TotalTime - firstOfThis.RemainingTime)
								* (clock.CurrentSequence.Length - 1) / firstOfThis.TotalTime);
						clock.Tick();
						WidgetUtils.DrawSHPCentered(clock.Image, drawPos + iconOffset, worldRenderer);

						if (queue.CurrentItem() == firstOfThis)
							textBits.Add(Pair.New(overlayPos, GetOverlayForItem(firstOfThis)));

						var repeats = queue.AllQueued().Count(a => a.Item == item.Name);
						if (repeats > 1 || queue.CurrentItem() != firstOfThis)
							textBits.Add(Pair.New(overlayPos + new float2(-24, -14), repeats.ToString()));
					}
					else
						if (buildableItems.All(a => a.Name != item.Name))
							overlayBits.Add(Pair.New(cantBuild.Image, drawPos));

					var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
					buttons.Add(Pair.New(new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height), HandleClick(closureName, world)));

					if (++x == Columns) { x = 0; y++; }
				}
				if (x != 0) y++;

				foreach (var ob in overlayBits)
					WidgetUtils.DrawSHPCentered(ob.First, ob.Second + iconOffset, worldRenderer);

				var font = Game.Renderer.Fonts["TinyBold"];
				foreach (var tb in textBits)
				{
					var size = font.Measure(tb.Second);
					if (ReadyTextStyle == ReadyTextStyleOptions.Solid || orderManager.LocalFrameNumber / 9 % 2 == 0 || tb.Second != ReadyText)
						font.DrawTextWithContrast(tb.Second, tb.First - new float2(size.X / 2, 0),
						                          Color.White, Color.Black, 1);
					else if (ReadyTextStyle == ReadyTextStyleOptions.AlternatingColor)
						font.DrawTextWithContrast(tb.Second, tb.First - new float2(size.X / 2, 0),
							                  ReadyTextAltColor, Color.Black, 1);
				}

				// Tooltip
				if (tooltipItem != null && !paletteAnimating && paletteOpen)
					DrawProductionTooltip(world, tooltipItem,
						new float2(Game.Renderer.Resolution.Width, origin.Y + numActualRows * IconHeight + 9).ToInt2());
			}

			// Palette Dock
			WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-top"),
				new float2(Game.Renderer.Resolution.Width - 14, origin.Y - 23));

			for (var i = 0; i < numActualRows; i++)
				WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-" + (i % 4)),
					new float2(Game.Renderer.Resolution.Width - 14, origin.Y + IconHeight * i));

			WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-bottom"),
				new float2(Game.Renderer.Resolution.Width - 14, origin.Y - 1 + IconHeight * numActualRows));

			return IconHeight * y + 9;
		}
Esempio n. 16
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        int DrawPalette(ProductionQueue queue)
        {
            buttons.Clear();

            string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
            float2 origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
            var x = 0;
            var y = 0;

            if (queue != null)
            {
                var buildableItems = queue.BuildableItems().ToArray();
                var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder).ToArray();

                var overlayBits = new List<Pair<Sprite, float2>>();
                var textBits = new List<Pair<float2, string>>();
                numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);

                // Palette Background
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
                for (var w = 0; w < numActualRows; w++)
                    WidgetUtils.DrawRGBA(
                        ChromeProvider.GetImage(paletteCollection, "bg-" + (w % 4).ToString()),
                        new float2(origin.X - 9, origin.Y + 48 * w));
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "bottom"),
                    new float2(origin.X - 9, origin.Y - 1 + 48 * numActualRows));

                // Icons
                string tooltipItem = null;
                foreach (var item in allBuildables)
                {
                    var rect = new RectangleF(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
                    var drawPos = new float2(rect.Location);
                    WidgetUtils.DrawSHP(iconSprites[item.Name], drawPos, worldRenderer);

                    var firstOfThis = queue.AllQueued().FirstOrDefault(a => a.Item == item.Name);

                    if (rect.Contains(Viewport.LastMousePos))
                        tooltipItem = item.Name;

                    var overlayPos = drawPos + new float2(32, 16);

                    if (firstOfThis != null)
                    {
                        clock.PlayFetchIndex("idle",
                            () => (firstOfThis.TotalTime - firstOfThis.RemainingTime)
                                * (clock.CurrentSequence.Length - 1) / firstOfThis.TotalTime);
                        clock.Tick();
                        WidgetUtils.DrawSHP(clock.Image, drawPos, worldRenderer);

                        if (queue.CurrentItem() == firstOfThis)
                            textBits.Add( Pair.New( overlayPos, GetOverlayForItem(firstOfThis) ) );

                        var repeats = queue.AllQueued().Count(a => a.Item == item.Name);
                        if (repeats > 1 || queue.CurrentItem() != firstOfThis)
                        {
                            var offset = -40;
                            var digits = repeats.ToString();
                            foreach (var d in digits)
                            {
                                ready.PlayFetchIndex("groups", () => d - '0');
                                ready.Tick();
                                overlayBits.Add(Pair.New(ready.Image, overlayPos + new float2(offset, -14)));
                                offset += 6;
                            }
                        }
                    }
                    else
                        if (!buildableItems.Any(a => a.Name == item.Name))
                            overlayBits.Add(Pair.New(cantBuild.Image, drawPos));

                    var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
                    buttons.Add(Pair.New(new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height), HandleClick(closureName, world)));

                    if (++x == Columns) { x = 0; y++; }
                }
                if (x != 0) y++;

                foreach (var ob in overlayBits)
                    WidgetUtils.DrawSHP(ob.First, ob.Second, worldRenderer);

                var font = Game.Renderer.Fonts["TinyBold"];
                foreach (var tb in textBits)
                {
                    var size = font.Measure(tb.Second);
                    font.DrawTextWithContrast(tb.Second, tb.First - new float2( size.X / 2, 0 ),
                        Color.White, Color.Black, 1);
                }

                // Tooltip
                if (tooltipItem != null && !paletteAnimating && paletteOpen)
                    DrawProductionTooltip(world, tooltipItem,
                        new float2(Game.viewport.Width, origin.Y + numActualRows * 48 + 9).ToInt2());
            }

            // Palette Dock
            WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-top"),
                new float2(Game.viewport.Width - 14, origin.Y - 23));

            for (int i = 0; i < numActualRows; i++)
                WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-" + (i % 4).ToString()),
                    new float2(Game.viewport.Width - 14, origin.Y + 48 * i));

            WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "dock-bottom"),
                new float2(Game.viewport.Width - 14, origin.Y - 1 + 48 * numActualRows));

            return 48 * y + 9;
        }
Esempio n. 17
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        Action<MouseInput> HandleTabClick(ProductionQueue queue, World world)
        {
            return mi => {
                if (mi.Button != MouseButton.Left)
                    return;

                Sound.Play(TabClick);
                var wasOpen = paletteOpen;
                paletteOpen = (CurrentQueue == queue && wasOpen) ? false : true;
                CurrentQueue = queue;
                if (wasOpen != paletteOpen)
                    paletteAnimating = true;
            };
        }
Esempio n. 18
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        String ChooseInfantry(ProductionQueue queue)
        {
            String item = null;

            if (AI.p.Country.Race == "soviet")
            {
                int random = AI.random.Next() % 3;

                if (random == 0)
                {
                    item = "e1";
                }
                else if (random == 1)
                {
                    item = "e2";
                }
                else if (random == 2)
                {
                    item = "e3";
                }
            }

            else if (AI.p.Country.Race == "allies")
            {
                int random = AI.random.Next() % 4;

                if (random == 0)
                {
                    item = "e1";
                }
                else if (random == 1)
                {
                    item = "e2";
                }
                else if (random == 2)
                {
                    item = "e3";
                }
                else if (random == 3)
                {
                    item = "e7";
                }
            }

            var buildableThings = queue.BuildableItems();
            if (buildableThings.Any(b => b.Name == item)) return item; // Return it only if we can actually build it
            return null;
        }
Esempio n. 19
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        public void PlaceStructure(ProductionQueue queue, ProductionItem currentBuilding)
        {
            CPos? location = ChooseBuildLocation(currentBuilding.Item);

            if (location == null)
            {
                AI.Debug("AI: Nowhere to place or no adequate number {0}".F(currentBuilding.Item));
                world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
            }
            else
                world.IssueOrder(new Order("PlaceBuilding", AI.p.PlayerActor, false)
                {
                    TargetLocation = location.Value,
                    TargetString = currentBuilding.Item
                });
            //            if (!HasAdequateNumber(currentBuilding.Item, ai.p))
            //                world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
        }
Esempio n. 20
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        String ChooseVehicle(ProductionQueue queue)
        {
            String item = null;

            if (AI.p.Country.Race == "soviet")
            {
                int random = AI.random.Next() % 4;

                if (random == 0)
                {
                    item = "3tnk";
                }
                else if (random == 1)
                {
                    item = "4tnk";
                }
                else if (random == 2)
                {
                    item = "ttnk";
                }
                else if (random == 3)
                {
                    item = "v2rl";
                }
            }

            else if (AI.p.Country.Race == "allies")
            {
                int random = AI.random.Next() % 5;

                if (random == 0)
                {
                    item = "1tnk";
                }
                else if (random == 1)
                {
                    item = "2tnk";
                }
                else if (random == 2)
                {
                    item = "apc";
                }
                else if (random == 3)
                {
                    item = "arty";
                }
                else if (random == 4)
                {
                    item = "jeep";
                }
            }

            var buildableThings = queue.BuildableItems();
            if (buildableThings.Any(b => b.Name == item)) return item; // Return it only if we can actually build it
            return null;
        }