Move Production to Mods.Common
This commit is contained in:
475
OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs
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475
OpenRA.Mods.Common/Traits/Player/ProductionQueue.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;
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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 an actor (usually a building) to let it produce units or construct buildings.",
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"If one builds another actor of this type, he will get a separate queue to create two actors",
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"at the same time. Will only work together with the Production: trait.")]
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public class ProductionQueueInfo : ITraitInfo
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{
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[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
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public readonly string Type = null;
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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[Desc("Filter buildable items based on their Owner.")]
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public readonly bool RequireOwner = true;
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[Desc("Only enable this queue for certain factions")]
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public readonly string[] Race = { };
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("This value is used to translate the unit cost into build time.")]
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public readonly float BuildSpeed = 0.4f;
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[Desc("The build time is multiplied with this value on low power.")]
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public readonly int LowPowerSlowdown = 3;
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[Desc("Notification played when production is complete.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = "UnitReady";
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[Desc("Notification played when you can't train another unit",
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"when the build limit exceeded or the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = "NoBuild";
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[Desc("Notification played when user clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string QueuedAudio = "Training";
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[Desc("Notification played when player right-clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string OnHoldAudio = "OnHold";
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[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = "Cancelled";
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init, init.Self.Owner.PlayerActor, this); }
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}
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public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyOwnerChanged, INotifyKilled, INotifySold, ISync, INotifyTransform
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{
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public readonly ProductionQueueInfo Info;
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readonly Actor self;
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// Will change if the owner changes
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PowerManager playerPower;
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PlayerResources playerResources;
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protected DeveloperMode developerMode;
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// A list of things we could possibly build
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Dictionary<ActorInfo, ProductionState> produceable;
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List<ProductionItem> queue = new List<ProductionItem>();
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// A list of things we are currently building
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public Actor Actor { get { return self; } }
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[Sync] public int QueueLength { get { return queue.Count; } }
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[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : queue[0].RemainingCost; } }
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[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : queue[0].RemainingTime; } }
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[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
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[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
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[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
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[Sync] public bool Enabled { get; private set; }
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public string Race { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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{
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self = init.Self;
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Info = info;
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playerResources = playerActor.Trait<PlayerResources>();
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playerPower = playerActor.Trait<PowerManager>();
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developerMode = playerActor.Trait<DeveloperMode>();
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Race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : self.Owner.Country.Race;
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Enabled = !info.Race.Any() || info.Race.Contains(Race);
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CacheProduceables(playerActor);
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}
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void ClearQueue()
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{
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if (queue.Count == 0)
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return;
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// Refund the current item
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playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
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queue.Clear();
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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ClearQueue();
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playerPower = newOwner.PlayerActor.Trait<PowerManager>();
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();
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if (!Info.Sticky)
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{
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Race = self.Owner.Country.Race;
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Enabled = !Info.Race.Any() || Info.Race.Contains(Race);
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}
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// Regenerate the produceables and tech tree state
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oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
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CacheProduceables(newOwner.PlayerActor);
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newOwner.PlayerActor.Trait<TechTree>().Update();
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}
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public void Killed(Actor killed, AttackInfo e) { if (killed == self) { ClearQueue(); Enabled = false; } }
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public void Selling(Actor self) { ClearQueue(); Enabled = false; }
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public void Sold(Actor self) { }
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public void BeforeTransform(Actor self) { ClearQueue(); Enabled = false; }
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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void CacheProduceables(Actor playerActor)
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{
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produceable = new Dictionary<ActorInfo, ProductionState>();
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if (!Enabled)
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return;
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var ttc = playerActor.Trait<TechTree>();
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foreach (var a in AllBuildables(Info.Type))
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{
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var bi = a.Traits.Get<BuildableInfo>();
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// Can our race build this by satisfying normal prerequisites?
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var buildable = !Info.RequireOwner || bi.Owner.Contains(Race);
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// Checks if Prerequisites want to hide the Actor from buildQueue if they are false
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produceable.Add(a, new ProductionState { Visible = buildable });
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if (buildable)
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ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
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}
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}
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IEnumerable<ActorInfo> AllBuildables(string category)
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{
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return self.World.Map.Rules.Actors.Values
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.Where(x =>
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x.Name[0] != '^' &&
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x.Traits.Contains<BuildableInfo>() &&
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x.Traits.Get<BuildableInfo>().Queue.Contains(category));
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}
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public void PrerequisitesAvailable(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Buildable = true;
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}
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public void PrerequisitesUnavailable(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Buildable = false;
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}
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public void PrerequisitesItemHidden(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Visible = false;
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}
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public void PrerequisitesItemVisible(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Visible = true;
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}
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public ProductionItem CurrentItem()
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{
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return queue.ElementAtOrDefault(0);
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}
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public IEnumerable<ProductionItem> AllQueued()
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{
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return queue;
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}
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public virtual IEnumerable<ActorInfo> AllItems()
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{
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Select(a => a.Key);
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return produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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}
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public virtual IEnumerable<ActorInfo> BuildableItems()
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{
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if (!Enabled)
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return Enumerable.Empty<ActorInfo>();
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Select(a => a.Key);
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return produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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public bool CanBuild(ActorInfo actor)
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{
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ProductionState ps;
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if (!produceable.TryGetValue(actor, out ps))
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return false;
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return ps.Buildable || (self.World.AllowDevCommands && developerMode.AllTech);
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}
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public virtual void Tick(Actor self)
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{
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while (queue.Count > 0 && BuildableItems().All(b => b.Name != queue[0].Item))
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{
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playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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if (queue.Count > 0)
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queue[0].Tick(playerResources);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!Enabled)
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return;
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switch (order.OrderString)
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{
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case "StartProduction":
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{
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var unit = self.World.Map.Rules.Actors[order.TargetString];
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var bi = unit.Traits.Get<BuildableInfo>();
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if (!bi.Queue.Contains(Info.Type))
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return; /* Not built by this queue */
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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if (BuildableItems().All(b => b.Name != order.TargetString))
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return; /* you can't build that!! */
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// Check if the player is trying to build more units that they are allowed
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var fromLimit = int.MaxValue;
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if (bi.BuildLimit > 0)
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{
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var inQueue = queue.Count(pi => pi.Item == order.TargetString);
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var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
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fromLimit = bi.BuildLimit - (inQueue + owned);
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if (fromLimit <= 0)
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return;
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}
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var amountToBuild = Math.Min(fromLimit, order.ExtraData);
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for (var n = 0; n < amountToBuild; n++)
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{
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var hasPlayedSound = false;
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BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if (isBuilding && !hasPlayedSound)
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{
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hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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else if (!hasPlayedSound && time > 0)
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{
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hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
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}
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}
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})));
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}
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break;
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}
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case "PauseProduction":
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{
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if (queue.Count > 0 && queue[0].Item == order.TargetString)
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queue[0].Pause(order.ExtraData != 0);
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break;
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}
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case "CancelProduction":
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{
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CancelProduction(order.TargetString, order.ExtraData);
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break;
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}
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}
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}
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public virtual int GetBuildTime(string unitString)
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{
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var unit = self.World.Map.Rules.Actors[unitString];
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if (unit == null || !unit.Traits.Contains<BuildableInfo>())
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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 = unit.GetBuildTime() * Info.BuildSpeed;
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return (int)time;
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}
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protected void CancelProduction(string itemName, uint numberToCancel)
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{
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for (var i = 0; i < numberToCancel; i++)
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CancelProductionInner(itemName);
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}
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void CancelProductionInner(string itemName)
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{
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var lastIndex = queue.FindLastIndex(a => a.Item == itemName);
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if (lastIndex > 0)
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queue.RemoveAt(lastIndex);
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else if (lastIndex == 0)
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{
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var item = queue[0];
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playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
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FinishProduction();
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}
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}
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public void FinishProduction()
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{
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if (queue.Count != 0)
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queue.RemoveAt(0);
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}
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protected void BeginProduction(ProductionItem item)
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{
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queue.Add(item);
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}
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// Builds a unit from the actor that holds this queue (1 queue per building)
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// Returns false if the unit can't be built
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protected virtual bool BuildUnit(string name)
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{
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// Cannot produce if i'm dead
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if (!self.IsInWorld || self.IsDead)
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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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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Race))
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{
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FinishProduction();
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return true;
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}
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return false;
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}
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}
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public class ProductionState
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{
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public bool Visible = false;
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public bool Buildable = false;
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}
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public class ProductionItem
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{
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public readonly string Item;
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public readonly ProductionQueue Queue;
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public readonly int TotalCost;
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public readonly Action OnComplete;
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public int TotalTime { get; private set; }
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public int RemainingTime { get; private set; }
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public int RemainingCost { get; private set; }
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public int RemainingTimeActual
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{
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get
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{
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return (pm.PowerState == PowerState.Normal) ? RemainingTime :
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RemainingTime * Queue.Info.LowPowerSlowdown;
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}
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}
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public bool Paused { get; private set; }
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public bool Done { get; private set; }
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public bool Started { get; private set; }
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public int Slowdown { get; private set; }
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readonly PowerManager pm;
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public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
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{
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Item = item;
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RemainingTime = TotalTime = 1;
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RemainingCost = TotalCost = cost;
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OnComplete = onComplete;
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Queue = queue;
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this.pm = pm;
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}
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public void Tick(PlayerResources pr)
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{
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if (!Started)
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{
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var time = Queue.GetBuildTime(Item);
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if (time > 0)
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RemainingTime = TotalTime = time;
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Started = true;
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}
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if (Done)
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{
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if (OnComplete != null)
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OnComplete();
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return;
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}
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if (Paused)
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return;
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if (pm.PowerState != PowerState.Normal)
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{
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if (--Slowdown <= 0)
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Slowdown = Queue.Info.LowPowerSlowdown;
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else
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return;
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}
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !pr.TakeCash(costThisFrame))
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return;
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RemainingCost -= costThisFrame;
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RemainingTime -= 1;
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if (RemainingTime > 0)
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return;
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Done = true;
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}
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public void Pause(bool paused) { Paused = paused; }
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}
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}
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Reference in New Issue
Block a user