Category dies in a fire
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@@ -19,7 +19,6 @@ namespace OpenRA
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public class ActorInfo
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{
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public readonly string Name;
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public readonly string Category;
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public readonly TypeDictionary Traits = new TypeDictionary();
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public ActorInfo( string name, MiniYaml node, Dictionary<string, MiniYaml> allUnits )
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@@ -27,12 +26,8 @@ namespace OpenRA
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var mergedNode = MergeWithParent( node, allUnits ).Nodes;
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Name = name;
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MiniYaml categoryNode;
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if( mergedNode.TryGetValue( "Category", out categoryNode ) )
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Category = categoryNode.Value;
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foreach( var t in mergedNode )
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if( t.Key != "Inherits" && t.Key != "Category" && !t.Key.StartsWith("-") )
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if( t.Key != "Inherits" && !t.Key.StartsWith("-") )
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Traits.Add( LoadTraitInfo( t.Key.Split('@')[0], t.Value ) );
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}
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@@ -50,10 +50,5 @@ namespace OpenRA
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var y = files.Select(a => MiniYaml.FromFile(a)).Aggregate(dict,MiniYaml.Merge);
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return y.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => f(kv, y));
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}
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public static IEnumerable<string> Categories()
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{
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return Info.Values.Select( x => x.Category ).Distinct().Where( g => g != null ).ToList();
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}
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}
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}
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@@ -62,7 +62,7 @@ namespace OpenRA.GameRules
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if( playerBuildings[ p ].Count == 0 )
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return false;
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if( producesIndex[ info.Category ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
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if( producesIndex[ bi.Queue ].All( x => playerBuildings[ x.Name ].Count == 0 ) )
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return false;
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return true;
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@@ -83,17 +83,18 @@ namespace OpenRA.GameRules
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{
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return Rules.Info.Values
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.Where( x => x.Name[ 0 ] != '^' )
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.Where( x => categories.Contains( x.Category ) )
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.Where( x => x.Traits.Contains<BuildableInfo>() );
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.Where( x => x.Traits.Contains<BuildableInfo>() )
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.Where( x => categories.Contains(x.Traits.Get<BuildableInfo>().Queue) );
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}
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public IEnumerable<ActorInfo> UnitBuiltAt( ActorInfo info )
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{
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var builtAt = info.Traits.Get<BuildableInfo>().BuiltAt;
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var bi = info.Traits.Get<BuildableInfo>();
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var builtAt = bi.BuiltAt;
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if( builtAt.Length != 0 )
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return builtAt.Select( x => Rules.Info[ x.ToLowerInvariant() ] );
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else
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return producesIndex[ info.Category ];
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return producesIndex[ bi.Queue ];
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}
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}
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}
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@@ -33,6 +33,8 @@ namespace OpenRA.Traits
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public readonly string[] BuiltAt = { };
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public readonly string[] Owner = { };
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public readonly string Queue;
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// todo: UI fluff; doesn't belong here
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public readonly int BuildPaletteOrder = 9999;
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@@ -85,8 +85,12 @@ namespace OpenRA.Traits
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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( unit.Category ) )
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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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@@ -98,7 +102,11 @@ namespace OpenRA.Traits
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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 Rules.TechTree.BuildableItems(p, Rules.Categories().ToArray()).Count();
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// todo: this will simplify once queues know about what they can build
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var queues = p.World.Queries.WithTraitMultiple<ProductionQueue>().Where(a => a.Actor.Owner == p)
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.Select(a => a.Trait.Info.Type).Distinct().ToArray();
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return Rules.TechTree.BuildableItems(p, queues).Count();
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}
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}
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}
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@@ -41,7 +41,7 @@ namespace OpenRA.Traits
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return Producing.ElementAtOrDefault(0);
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}
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public IEnumerable<ProductionItem> AllItems()
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public IEnumerable<ProductionItem> AllQueued()
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{
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return Producing;
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}
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@@ -64,13 +64,14 @@ namespace OpenRA.Traits
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case "StartProduction":
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{
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var unit = Rules.Info[order.TargetString];
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if (unit.Category != Info.Type)
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var bi = unit.Traits.Get<BuildableInfo>();
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if (bi.Queue != 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 (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
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if (!Rules.TechTree.BuildableItems(order.Player, bi.Queue).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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@@ -96,9 +97,6 @@ namespace OpenRA.Traits
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}
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case "PauseProduction":
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{
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if (Rules.Info[ order.TargetString ].Category != Info.Type)
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return; /* Not built by this queue */
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if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
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Producing[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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@@ -127,10 +125,8 @@ namespace OpenRA.Traits
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}
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void CancelProduction( string itemName )
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{
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var category = Rules.Info[itemName].Category;
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if (category != Info.Type || Producing.Count == 0)
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{
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if (Producing.Count == 0)
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return; // Nothing to do here
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var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
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