Merge pull request #11951 from pchote/hack-production-locking
Rework external capture -> production interaction
This commit is contained in:
@@ -27,12 +27,14 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new BaseProvider(init.Self, this); }
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}
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public class BaseProvider : ITick, IRenderAboveShroudWhenSelected, ISelectionBar
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public class BaseProvider : ITick, INotifyCreated, IRenderAboveShroudWhenSelected, ISelectionBar
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{
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public readonly BaseProviderInfo Info;
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readonly DeveloperMode devMode;
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readonly Actor self;
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Building building;
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int total;
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int progress;
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bool allyBuildEnabled;
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@@ -46,6 +48,11 @@ namespace OpenRA.Mods.Common.Traits
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allyBuildEnabled = self.World.WorldActor.Trait<MapBuildRadius>().AllyBuildRadiusEnabled;
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}
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void INotifyCreated.Created(Actor self)
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{
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building = self.TraitOrDefault<Building>();
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}
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void ITick.Tick(Actor self)
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{
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if (progress > 0)
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@@ -59,6 +66,9 @@ namespace OpenRA.Mods.Common.Traits
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public bool Ready()
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{
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if (building != null && building.Locked)
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return false;
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return devMode.FastBuild || progress == 0;
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}
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@@ -55,9 +55,6 @@ namespace OpenRA.Mods.Common.Traits
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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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@@ -28,13 +28,15 @@ namespace OpenRA.Mods.Common.Traits
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public virtual object Create(ActorInitializer init) { return new Production(init, this); }
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}
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public class Production
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public class Production : INotifyCreated
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{
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readonly Lazy<RallyPoint> rp;
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public readonly ProductionInfo Info;
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public string Faction { get; private set; }
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Building building;
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public Production(ActorInitializer init, ProductionInfo info)
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{
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Info = info;
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@@ -42,6 +44,11 @@ namespace OpenRA.Mods.Common.Traits
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Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
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}
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void INotifyCreated.Created(Actor self)
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{
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building = self.TraitOrDefault<Building>();
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}
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public virtual void DoProduction(Actor self, ActorInfo producee, ExitInfo exitinfo, string factionVariant)
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{
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var exit = CPos.Zero;
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@@ -122,7 +129,7 @@ namespace OpenRA.Mods.Common.Traits
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public virtual bool Produce(Actor self, ActorInfo producee, string factionVariant)
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{
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if (Reservable.IsReserved(self))
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if (Reservable.IsReserved(self) || (building != null && building.Locked))
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return false;
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// Pick a spawn/exit point pair
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public object Create(ActorInitializer init) { return new WithBuildingPlacedAnimation(init.Self, this); }
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}
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete
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public class WithBuildingPlacedAnimation : INotifyBuildingPlaced, INotifyBuildComplete, INotifySold, INotifyTransform
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{
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readonly WithBuildingPlacedAnimationInfo info;
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readonly WithSpriteBody wsb;
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@@ -35,12 +35,26 @@ namespace OpenRA.Mods.Common.Traits.Render
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>();
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}
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public void BuildingComplete(Actor self)
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void BuildingPlaced(Actor self)
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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void INotifyTransform.BeforeTransform(Actor self)
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{
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buildComplete = false;
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}
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor self) { }
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void INotifyBuildingPlaced.BuildingPlaced(Actor self)
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{
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if (buildComplete)
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wsb.PlayCustomAnimation(self, info.Sequence, () => wsb.CancelCustomAnimation(self));
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@@ -55,32 +55,32 @@ namespace OpenRA.Mods.Common.Traits.Render
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rs.Add(anim, info.Palette, info.IsPlayerPalette);
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}
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public void BuildingComplete(Actor self)
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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buildComplete = true;
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visible = false;
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}
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public void Sold(Actor self) { }
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public void Selling(Actor self)
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Selling(Actor self)
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{
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buildComplete = false;
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}
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public void BeforeTransform(Actor self)
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void INotifyTransform.BeforeTransform(Actor self)
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{
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buildComplete = false;
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}
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor self) { }
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public void DamageStateChanged(Actor self, AttackInfo e)
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void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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public void BuildingPlaced(Actor self)
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void INotifyBuildingPlaced.BuildingPlaced(Actor self)
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{
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visible = true;
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overlay.PlayThen(overlay.CurrentSequence.Name, () => visible = false);
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