Move Production to Mods.Common
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136
OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs
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136
OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs
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#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.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Attach this to the player actor (not a building!) to define a new shared build queue.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
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{
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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public readonly bool SpeedUp = false;
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[Desc("Every time another production building of the same queue is",
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"contructed, the build times of all actors in the queue",
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"decreased by a percentage of the original time.")]
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public readonly int[] BuildTimeSpeedReduction = { 100, 85, 75, 65, 60, 55, 50 };
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init, this); }
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}
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public class ClassicProductionQueue : ProductionQueue, ISync
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{
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static readonly ActorInfo[] NoItems = { };
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readonly Actor self;
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readonly ClassicProductionQueueInfo info;
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public ClassicProductionQueue(ActorInitializer init, ClassicProductionQueueInfo info)
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: base(init, init.Self, info)
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{
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this.self = init.Self;
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this.info = info;
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}
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[Sync] bool isActive = false;
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public override void Tick(Actor self)
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{
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isActive = false;
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foreach (var x in self.World.ActorsWithTrait<Production>())
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{
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if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
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{
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var b = x.Actor.TraitOrDefault<Building>();
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if (b != null && b.Locked)
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continue;
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isActive = true;
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break;
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}
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}
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base.Tick(self);
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}
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public override IEnumerable<ActorInfo> AllItems()
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{
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return isActive ? base.AllItems() : NoItems;
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}
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public override IEnumerable<ActorInfo> BuildableItems()
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{
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return isActive ? base.BuildableItems() : NoItems;
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}
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protected override bool BuildUnit(string name)
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{
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// Find a production structure to build this actor
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var ai = self.World.Map.Rules.Actors[name];
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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&& x.Trait.Info.Produces.Contains(type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID);
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if (!producers.Any())
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{
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CancelProduction(name, 1);
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return true;
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}
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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if (p.Trait.Produce(p.Actor, ai, Race))
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{
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FinishProduction();
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return true;
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}
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}
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return false;
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}
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public override int GetBuildTime(string unitString)
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{
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var ai = self.World.Map.Rules.Actors[unitString];
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return 0;
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = (int)(ai.GetBuildTime() * Info.BuildSpeed);
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if (info.SpeedUp)
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{
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var type = bi.BuildAtProductionType ?? info.Type;
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var selfsameBuildingsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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var speedModifier = selfsameBuildingsCount.Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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}
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return time;
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}
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}
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}
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