Remove BS from ProductionQueue. Move ProductionQueue onto a structure for queue-per-building.

This commit is contained in:
Paul Chote
2010-08-26 21:16:39 +12:00
parent 3b59afcd4f
commit 267d89a459
9 changed files with 209 additions and 158 deletions

View File

@@ -177,6 +177,21 @@ namespace OpenRA
return new Order("Command", null, text) { IsImmediate = true };
}
public static Order StartProduction(Actor subject, string item, int count)
{
return new Order("StartProduction", subject, new int2( count, 0 ), item );
}
public static Order PauseProduction(Actor subject, string item, bool pause)
{
return new Order("PauseProduction", subject, new int2( pause ? 1 : 0, 0 ), item);
}
public static Order CancelProduction(Actor subject, string item)
{
return new Order("CancelProduction", subject, item);
}
public static Order StartProduction(Player subject, string item, int count)
{
return new Order("StartProduction", subject.PlayerActor, new int2( count, 0 ), item );

View File

@@ -9,6 +9,7 @@
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
@@ -56,8 +57,14 @@ namespace OpenRA.Orders
public void Tick( World world )
{
var producing = Producer.Trait<Traits.ProductionQueue>().CurrentItem( Rules.Info[ Building ].Category );
if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
// Find the queue with the target actor
var queue = Producer.TraitsImplementing<ProductionQueue>()
.Where(p => p.CurrentItem() != null &&
p.CurrentItem().Item == Building &&
p.CurrentItem().RemainingTime == 0)
.FirstOrDefault();
if (queue == null)
world.CancelInputMode();
}

View File

@@ -27,13 +27,19 @@ namespace OpenRA.Traits
{
var prevItems = GetNumBuildables(self.Owner);
var queue = self.Trait<ProductionQueue>();
var unit = Rules.Info[order.TargetString];
var producing = queue.CurrentItem(unit.Category);
// Find the queue with the target actor
var queue = w.Queries.WithTraitMultiple<ProductionQueue>()
.Where(p => p.Actor.Owner == self.Owner &&
p.Trait.CurrentItem() != null &&
p.Trait.CurrentItem().Item == order.TargetString &&
p.Trait.CurrentItem().RemainingTime == 0)
.Select(p => p.Trait)
.FirstOrDefault();
if (producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0)
if (queue == null)
return;
var unit = Rules.Info[order.TargetString];
var buildingInfo = unit.Traits.Get<BuildingInfo>();
if (order.OrderString == "LineBuild")
@@ -66,7 +72,7 @@ namespace OpenRA.Traits
PlayBuildAnim( self, unit );
queue.FinishProduction(unit.Category);
queue.FinishProduction();
if (GetNumBuildables(self.Owner) > prevItems)
w.Add(new DelayedAction(10,

View File

@@ -17,32 +17,44 @@ namespace OpenRA.Traits
{
public class ProductionQueueInfo : ITraitInfo
{
public readonly string Type = null;
public float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public object Create(ActorInitializer init) { return new ProductionQueue(init.self); }
public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
}
public class ProductionQueue : IResolveOrder, ITick
{
Actor self;
public readonly Actor self;
public ProductionQueueInfo Info;
// TODO: sync this
List<ProductionItem> Producing = new List<ProductionItem>();
public ProductionQueue( Actor self )
public ProductionQueue( Actor self, ProductionQueueInfo info )
{
this.self = self;
this.Info = info;
}
public ProductionItem CurrentItem()
{
return Producing.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllItems()
{
return Producing;
}
public void Tick( Actor self )
{
foreach( var p in production.OrderBy( p => p.Key ) )
while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
{
while( p.Value.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, p.Key ).Contains( p.Value[ 0 ].Item ) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far.
FinishProduction(p.Key);
}
if( p.Value.Count > 0 )
( p.Value )[ 0 ].Tick( self.Owner );
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if( Producing.Count > 0 )
Producing[ 0 ].Tick( self.Owner );
}
public void ResolveOrder( Actor self, Order order )
@@ -51,19 +63,21 @@ namespace OpenRA.Traits
{
case "StartProduction":
{
var unit = Rules.Info[order.TargetString];
if (unit.Category != Info.Type)
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
var unit = Rules.Info[order.TargetString];
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(self, order.TargetString);
if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
BeginProduction(unit.Category,
new ProductionItem(order.TargetString, (int)time, cost,
BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
() => self.World.AddFrameEndTask(
_ =>
{
@@ -82,9 +96,11 @@ namespace OpenRA.Traits
}
case "PauseProduction":
{
var producing = CurrentItem( Rules.Info[ order.TargetString ].Category );
if( producing != null && producing.Item == order.TargetString )
producing.Paused = ( order.TargetLocation.X != 0 );
if (Rules.Info[ order.TargetString ].Category != Info.Type)
return; /* Not built by this queue */
if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
Producing[0].Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
@@ -95,65 +111,50 @@ namespace OpenRA.Traits
}
}
public static int GetBuildTime(Actor self, String unitString)
public int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
return 0;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastBuild) return 0;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild) return 0;
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = cost
* self.Owner.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().BuildSpeed /* todo: country-specific build speed bonus */
* Info.BuildSpeed
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
return (int) time;
}
// Key: Production category.
// TODO: sync this
readonly Cache<string, List<ProductionItem>> production
= new Cache<string, List<ProductionItem>>( _ => new List<ProductionItem>() );
public ProductionItem CurrentItem(string category)
{
return production[category].ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllItems(string category)
{
return production[category];
}
void CancelProduction( string itemName )
{
var category = Rules.Info[itemName].Category;
var queue = production[ category ];
if (queue.Count == 0) return;
var lastIndex = queue.FindLastIndex( a => a.Item == itemName );
if (category != Info.Type || Producing.Count == 0)
return; // Nothing to do here
var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
if (lastIndex > 0)
{
queue.RemoveAt(lastIndex);
Producing.RemoveAt(lastIndex);
}
else if( lastIndex == 0 )
{
var item = queue[0];
var item = Producing[0];
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
FinishProduction(category);
FinishProduction();
}
}
public void FinishProduction( string category )
public void FinishProduction()
{
var queue = production[category];
if (queue.Count == 0) return;
queue.RemoveAt(0);
if (Producing.Count == 0) return;
Producing.RemoveAt(0);
}
void BeginProduction( string group, ProductionItem item )
void BeginProduction( ProductionItem item )
{
production[group].Add(item);
Producing.Add(item);
}
static bool IsDisabledBuilding(Actor a)
@@ -164,12 +165,9 @@ namespace OpenRA.Traits
void BuildUnit( string name )
{
var newUnitType = Rules.Info[ name ];
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => producerTypes.Contains(x.Actor.Info))
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
@@ -183,9 +181,9 @@ namespace OpenRA.Traits
{
if (IsDisabledBuilding(p.Actor)) continue;
if (p.Trait.Produce(p.Actor, newUnitType))
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
{
FinishProduction(newUnitType.Category);
FinishProduction();
break;
}
}

View File

@@ -26,8 +26,11 @@ namespace OpenRA.Traits
public class Production
{
public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
public ProductionInfo Info;
public Production(ProductionInfo info)
{
Info = info;
if (info.SpawnOffsets == null || info.ExitCells == null)
return;

View File

@@ -29,7 +29,6 @@ namespace OpenRA.Mods.RA
bool enabled;
int ticks;
Player p;
ProductionQueue productionQueue;
PlayerResources playerResources;
int2 baseCenter;
Random random = new Random(); //we do not use the synced random number generator.
@@ -68,7 +67,6 @@ namespace OpenRA.Mods.RA
this.p = p;
enabled = true;
productionQueue = p.PlayerActor.Trait<ProductionQueue>();
playerResources = p.PlayerActor.Trait<PlayerResources>();
}
@@ -262,7 +260,7 @@ namespace OpenRA.Mods.RA
private void DeployMcv(Actor self)
{
/* find our mcv and deploy it */
/* find our mcv and deploy it */
var mcv = self.World.Queries.OwnedBy[p]
.FirstOrDefault(a => a.Info == Rules.Info["mcv"]);
@@ -278,20 +276,33 @@ namespace OpenRA.Mods.RA
//Build a random unit of the given type. Not going to be needed once there is actual AI...
private void BuildRandom(string category)
{
var unitInProduction = productionQueue.CurrentItem(category);
if (unitInProduction == null)
{
var unit = ChooseRandomUnitToBuild(category);
if (unit != null)
{
Game.IssueOrder(Order.StartProduction(p, unit, 1));
}
}
// Pick a free queue
var queue = Game.world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p &&
a.Trait.Info.Type == category &&
a.Trait.CurrentItem() == null)
.Select(a => a.Trait)
.FirstOrDefault();
if (queue == null)
return;
var unit = ChooseRandomUnitToBuild(category);
if (unit != null)
{
Game.IssueOrder(Order.StartProduction(p, unit, 1));
}
}
private void BuildBuildings()
{
var currentBuilding = productionQueue.CurrentItem("Building");
// Pick a free queue
var queue = Game.world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == "Building")
.Select(a => a.Trait)
.FirstOrDefault();
var currentBuilding = queue.CurrentItem();
switch (state)
{
case BuildState.ChooseItem:

View File

@@ -25,10 +25,12 @@ namespace OpenRA.Mods.RA.Widgets
public int Columns = 3;
public int Rows = 5;
string currentTab = null;
ProductionQueue CurrentQueue = null;
List<ProductionQueue> visibleTabs = new List<ProductionQueue>();
bool paletteOpen = false;
Dictionary<string, string[]> tabImageNames;
Dictionary<string, Sprite> tabSprites;
Dictionary<string, Sprite> iconSprites;
static float2 paletteOpenOrigin = new float2(Game.viewport.Width - 215, 280);
static float2 paletteClosedOrigin = new float2(Game.viewport.Width - 16, 280);
static float2 paletteOrigin = paletteClosedOrigin;
@@ -43,7 +45,6 @@ namespace OpenRA.Mods.RA.Widgets
public readonly string BuildPaletteOpen = "bleep13.aud";
public readonly string BuildPaletteClose = "bleep13.aud";
public readonly string TabClick = "ramenu1.aud";
List<string> visibleTabs = new List<string>();
public BuildPaletteWidget() : base() { }
@@ -57,7 +58,7 @@ namespace OpenRA.Mods.RA.Widgets
ready.PlayRepeating("ready");
clock = new Animation("clock");
tabSprites = Rules.Info.Values
iconSprites = Rules.Info.Values
.Where(u => u.Traits.Contains<BuildableInfo>())
.ToDictionary(
u => u.Name,
@@ -71,29 +72,33 @@ namespace OpenRA.Mods.RA.Widgets
n => i.ToString())))
.ToDictionary(a => a.First, a => a.Second);
IsVisible = () => { return currentTab != null || (currentTab == null && !paletteOpen); };
IsVisible = () => { return CurrentQueue != null || (CurrentQueue == null && !paletteOpen); };
}
public override Rectangle EventBounds
{
get { return new Rectangle((int)(paletteOrigin.X) - 24, (int)(paletteOrigin.Y), 215, 48 * numActualRows);
}
get { return new Rectangle((int)(paletteOrigin.X) - 24, (int)(paletteOrigin.Y), 215, 48 * numActualRows); }
}
public override void Tick(World world)
{
visibleTabs.Clear();
foreach (var q in tabImageNames)
if (!Rules.TechTree.BuildableItems(world.LocalPlayer, q.Key).Any())
var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(p => p.Actor.Owner == world.LocalPlayer)
.Select(p => p.Trait);
foreach (var queue in queues)
if (!Rules.TechTree.BuildableItems(world.LocalPlayer, queue.Info.Type).Any())
{
if (currentTab == q.Key)
currentTab = null;
if (CurrentQueue == queue)
CurrentQueue = null;
}
else
visibleTabs.Add(q.Key);
visibleTabs.Add(queue);
if (currentTab == null)
currentTab = visibleTabs.FirstOrDefault();
if (CurrentQueue == null)
CurrentQueue = queues.FirstOrDefault();
TickPaletteAnimation(world);
@@ -131,12 +136,12 @@ namespace OpenRA.Mods.RA.Widgets
}
}
public void SetCurrentTab(string produces)
public void SetCurrentTab(ProductionQueue queue)
{
if (!paletteOpen)
paletteAnimating = true;
paletteOpen = true;
currentTab = produces;
CurrentQueue = queue;
}
public override bool HandleKeyPressInner(KeyInput e)
@@ -175,23 +180,21 @@ namespace OpenRA.Mods.RA.Widgets
public override void DrawInner(World world)
{
if (!IsVisible()) return;
paletteHeight = DrawPalette(world, currentTab);
// todo: fix
paletteHeight = DrawPalette(world, CurrentQueue);
DrawBuildTabs(world, paletteHeight);
}
int DrawPalette(World world, string queueName)
int DrawPalette(World world, ProductionQueue queue)
{
string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
buttons.Clear();
if (queue == null) return 0;
string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
float2 origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
if (queueName == null) return 0;
var queueName = queue.Info.Type;
// Collect info
var x = 0;
var y = 0;
var buildableItems = Rules.TechTree.BuildableItems(world.LocalPlayer, queueName).ToArray();
@@ -200,8 +203,6 @@ namespace OpenRA.Mods.RA.Widgets
.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder)
.ToArray();
var queue = world.LocalPlayer.PlayerActor.Trait<ProductionQueue>();
var overlayBits = new List<Pair<Sprite, float2>>();
numActualRows = Math.Max((allBuildables.Length + Columns - 1) / Columns, Rows);
@@ -218,14 +219,14 @@ namespace OpenRA.Mods.RA.Widgets
// Icons
string tooltipItem = null;
var isBuildingSomething = queue.CurrentItem() != null;
foreach (var item in allBuildables)
{
var rect = new RectangleF(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
var drawPos = new float2(rect.Location);
var isBuildingSomething = queue.CurrentItem(queueName) != null;
WidgetUtils.DrawSHP(tabSprites[item.Name], drawPos);
WidgetUtils.DrawSHP(iconSprites[item.Name], drawPos);
var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item.Name);
var firstOfThis = queue.AllItems().FirstOrDefault(a => a.Item == item.Name);
if (rect.Contains(Viewport.LastMousePos.ToPoint()))
tooltipItem = item.Name;
@@ -251,8 +252,8 @@ namespace OpenRA.Mods.RA.Widgets
overlayBits.Add(Pair.New(ready.Image, overlayPos));
}
var repeats = queue.AllItems(queueName).Count(a => a.Item == item.Name);
if (repeats > 1 || queue.CurrentItem(queueName) != firstOfThis)
var repeats = queue.AllItems().Count(a => a.Item == item.Name);
if (repeats > 1 || queue.CurrentItem() != firstOfThis)
{
var offset = -22;
var digits = repeats.ToString();
@@ -311,7 +312,7 @@ namespace OpenRA.Mods.RA.Widgets
};
}
Action<MouseInput> HandleTabClick(string button, World world)
Action<MouseInput> HandleTabClick(ProductionQueue queue, World world)
{
return mi => {
if (mi.Button != MouseButton.Left)
@@ -319,8 +320,8 @@ namespace OpenRA.Mods.RA.Widgets
Sound.Play(TabClick);
var wasOpen = paletteOpen;
paletteOpen = (currentTab == button && wasOpen) ? false : true;
currentTab = button;
paletteOpen = (CurrentQueue == queue && wasOpen) ? false : true;
CurrentQueue = queue;
if (wasOpen != paletteOpen)
paletteAnimating = true;
};
@@ -338,13 +339,12 @@ namespace OpenRA.Mods.RA.Widgets
{
var player = world.LocalPlayer;
var unit = Rules.Info[item];
var queue = player.PlayerActor.Trait<Traits.ProductionQueue>();
var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
var producing = CurrentQueue.AllItems().FirstOrDefault( a => a.Item == item );
if (isLmb)
{
if (producing != null && producing == queue.CurrentItem(unit.Category))
if (producing != null && producing == CurrentQueue.CurrentItem())
{
if (producing.Done)
{
@@ -355,7 +355,7 @@ namespace OpenRA.Mods.RA.Widgets
if (producing.Paused)
{
Game.IssueOrder(Order.PauseProduction(player, item, false));
Game.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, false));
return;
}
}
@@ -370,12 +370,12 @@ namespace OpenRA.Mods.RA.Widgets
if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
{
Sound.Play(eva.CancelledAudio);
Game.IssueOrder(Order.CancelProduction(player, item));
Game.IssueOrder(Order.CancelProduction(CurrentQueue.self, item));
}
else
{
Sound.Play(eva.OnHoldAudio);
Game.IssueOrder(Order.PauseProduction(player, item, true));
Game.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
}
}
}
@@ -387,19 +387,11 @@ namespace OpenRA.Mods.RA.Widgets
var unit = Rules.Info[item];
Sound.Play(unit.Traits.Contains<BuildingInfo>() ? eva.BuildingSelectAudio : eva.UnitSelectAudio);
Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item,
Game.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}
static Dictionary<string, string> CategoryNameRemaps = new Dictionary<string, string>
{
{ "Building", "Structures" },
{ "Defense", "Defenses" },
{ "Plane", "Aircraft" },
{ "Ship", "Ships" },
{ "Vehicle", "Vehicles" },
};
void DrawBuildTabs( World world, int paletteHeight)
{
const int tabWidth = 24;
@@ -408,26 +400,27 @@ namespace OpenRA.Mods.RA.Widgets
var y = paletteOrigin.Y + 9;
tabs.Clear();
var queue = world.LocalPlayer.PlayerActor.Trait<Traits.ProductionQueue>();
foreach (var q in tabImageNames)
var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
.Where(p => p.Actor.Owner == world.LocalPlayer)
.Select(p => p.Trait);
foreach (var queue in queues)
{
var groupName = q.Key;
if (!visibleTabs.Contains(groupName))
continue;
string[] tabKeys = { "normal", "ready", "selected" };
var producing = queue.CurrentItem(groupName);
var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
var producing = queue.CurrentItem();
var index = queue == CurrentQueue ? 2 : (producing != null && producing.Done) ? 1 : 0;
var race = world.LocalPlayer.Country.Race;
WidgetUtils.DrawRGBA(ChromeProvider.GetImage("tabs-"+tabKeys[index], race+"-"+q.Key), new float2(x, y));
WidgetUtils.DrawRGBA(ChromeProvider.GetImage("tabs-"+tabKeys[index], race+"-"+queue.Info.Type), new float2(x, y));
var rect = new Rectangle((int)x,(int)y,(int)tabWidth,(int)tabHeight);
tabs.Add(Pair.New(rect, HandleTabClick(groupName, world)));
tabs.Add(Pair.New(rect, HandleTabClick(queue, world)));
if (rect.Contains(Viewport.LastMousePos.ToPoint()))
{
var text = CategoryNameRemaps.ContainsKey(groupName) ? CategoryNameRemaps[groupName] : groupName;
//var text = CategoryNameRemaps.ContainsKey(groupName) ? CategoryNameRemaps[groupName] : groupName;
var text = queue.Info.Type;
var sz = Game.Renderer.BoldFont.Measure(text);
WidgetUtils.DrawPanelPartial("dialog4",
Rectangle.FromLTRB((int)rect.Left - sz.X - 30, (int)rect.Top, (int)rect.Left - 5, (int)rect.Bottom),
@@ -478,7 +471,7 @@ namespace OpenRA.Mods.RA.Widgets
(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
var lowpower = resources.GetPowerState() != PowerState.Normal;
var time = ProductionQueue.GetBuildTime(pl.PlayerActor, info.Name)
var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? pl.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
@@ -511,7 +504,7 @@ namespace OpenRA.Mods.RA.Widgets
{
if (!paletteOpen) return false;
var buildable = Rules.TechTree.BuildableItems(world.LocalPlayer, currentTab);
var buildable = Rules.TechTree.BuildableItems(world.LocalPlayer, CurrentQueue.Info.Type);
var toBuild = buildable.FirstOrDefault(b => Rules.Info[b.ToLowerInvariant()].Traits.Get<BuildableInfo>().Hotkey == c.ToString());
@@ -530,7 +523,7 @@ namespace OpenRA.Mods.RA.Widgets
int size = visibleTabs.Count();
if (size > 0)
{
int current = visibleTabs.IndexOf(currentTab);
int current = visibleTabs.IndexOf(CurrentQueue);
if (!shift)
{
if (current + 1 >= size)

View File

@@ -40,8 +40,8 @@ namespace OpenRA.Mods.RA.Widgets
if (produces == null)
return;
Widget.RootWidget.GetWidget<BuildPaletteWidget>("INGAME_BUILD_PALETTE")
.SetCurrentTab(produces);
//Widget.RootWidget.GetWidget<BuildPaletteWidget>("INGAME_BUILD_PALETTE")
// .SetCurrentTab(produces);
}
}
}

View File

@@ -1,5 +1,22 @@
Player:
ProductionQueue:
ProductionQueue@Building:
Type: Building
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ProductionQueue@Plane:
Type: Plane
BuildSpeed: .4
LowPowerSlowdown: 3
PlaceBuilding:
@@ -41,6 +58,7 @@ Player:
InitialCash: 5000
ActorGroupProxy:
DeveloperMode:
HackyAI:
World:
ScreenShaker: