Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,117 +1,117 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
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{
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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// Find the queue with the target actor
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var queue = w.Queries.WithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == self.Owner &&
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p.Trait.CurrentItem() != null &&
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p.Trait.CurrentItem().Item == order.TargetString &&
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p.Trait.CurrentItem().RemainingTime == 0)
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.Select(p => p.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var unit = Rules.Info[order.TargetString];
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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if (order.OrderString == "LineBuild")
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{
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bool playSounds = true;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( t ),
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new OwnerInit( order.Player ),
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});
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if (playSounds)
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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playSounds = false;
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}
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null))
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{
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return;
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}
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( order.TargetLocation ),
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new OwnerInit( order.Player ),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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}
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PlayBuildAnim( self, unit );
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queue.FinishProduction();
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayToPlayer(order.Player,
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w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
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});
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
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.ToList();
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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.FirstOrDefault();
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if( producer.Actor != null )
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producer.Actor.TraitsImplementing<RenderSimple>().First().PlayCustomAnim( producer.Actor, "build" );
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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return p.World.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Linq;
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using OpenRA.Effects;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class PlaceBuildingInfo : TraitInfo<PlaceBuilding> {}
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class PlaceBuilding : IResolveOrder
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PlaceBuilding" || order.OrderString == "LineBuild")
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{
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self.World.AddFrameEndTask(w =>
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{
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var prevItems = GetNumBuildables(self.Owner);
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// Find the queue with the target actor
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var queue = w.Queries.WithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == self.Owner &&
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p.Trait.CurrentItem() != null &&
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p.Trait.CurrentItem().Item == order.TargetString &&
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p.Trait.CurrentItem().RemainingTime == 0)
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.Select(p => p.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var unit = Rules.Info[order.TargetString];
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var buildingInfo = unit.Traits.Get<BuildingInfo>();
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if (order.OrderString == "LineBuild")
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{
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bool playSounds = true;
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foreach (var t in BuildingUtils.GetLineBuildCells(w, order.TargetLocation, order.TargetString, buildingInfo))
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{
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( t ),
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new OwnerInit( order.Player ),
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});
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if (playSounds)
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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playSounds = false;
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}
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}
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else
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{
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if (!self.World.CanPlaceBuilding(order.TargetString, buildingInfo, order.TargetLocation, null))
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{
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return;
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}
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var building = w.CreateActor(order.TargetString, new TypeDictionary
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{
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new LocationInit( order.TargetLocation ),
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new OwnerInit( order.Player ),
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});
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foreach (var s in buildingInfo.BuildSounds)
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Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
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}
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PlayBuildAnim( self, unit );
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queue.FinishProduction();
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if (GetNumBuildables(self.Owner) > prevItems)
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w.Add(new DelayedAction(10,
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() => Sound.PlayToPlayer(order.Player,
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w.WorldActor.Info.Traits.Get<EvaAlertsInfo>().NewOptions)));
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});
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}
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}
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// finds a construction yard (or equivalent) and runs its "build" animation.
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static void PlayBuildAnim( Actor self, ActorInfo unit )
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{
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var bi = unit.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return;
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
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.ToList();
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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.FirstOrDefault();
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if( producer.Actor != null )
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producer.Actor.TraitsImplementing<RenderSimple>().First().PlayCustomAnim( producer.Actor, "build" );
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}
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static int GetNumBuildables(Player p)
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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return p.World.Queries.WithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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