Sanitize ProductionQueue and fix bugs in TechTreeCache.
Gives perf win on every tick, and fixes bugs where you lose prereqs when buildings are low power.
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77
OpenRA.Game/Traits/Player/PlayerProductionQueue.cs
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77
OpenRA.Game/Traits/Player/PlayerProductionQueue.cs
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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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class PlayerProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeCacheInfo>
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{
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public override object Create(ActorInitializer init) { return new PlayerProductionQueue(init.self, this); }
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}
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public class PlayerProductionQueue : ProductionQueue
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{
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public PlayerProductionQueue( Actor self, PlayerProductionQueueInfo info )
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: base(self, self, info as ProductionQueueInfo) {}
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[Sync] bool QueueActive = true;
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public override void Tick( Actor self )
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{
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if (self == self.Owner.PlayerActor)
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QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.Any();
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base.Tick(self);
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}
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ActorInfo[] None = new ActorInfo[]{};
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public override IEnumerable<ActorInfo> AllItems()
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{
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return QueueActive ? base.AllItems() : None;
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}
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public override IEnumerable<ActorInfo> BuildableItems()
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{
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return QueueActive ? base.BuildableItems() : None;
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}
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protected override void BuildUnit( string name )
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{
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// original ra behavior; queue lives on PlayerActor, need to find a production structure
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
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.ToArray();
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if (producers.Length == 0)
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{
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CancelProduction(name);
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return;
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}
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foreach (var p in producers)
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{
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if (IsDisabledBuilding(p.Actor)) continue;
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if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
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{
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FinishProduction();
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break;
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}
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}
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}
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}
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}
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