Implemented Parallel ProductionQueue style.
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@@ -411,6 +411,7 @@
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<Compile Include="Traits\Player\GrantConditionOnPrerequisiteManager.cs" />
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<Compile Include="Traits\Player\GrantConditionOnPrerequisiteManager.cs" />
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<Compile Include="Traits\Player\HarvesterAttackNotifier.cs" />
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<Compile Include="Traits\Player\HarvesterAttackNotifier.cs" />
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<Compile Include="Traits\Player\MissionObjectives.cs" />
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<Compile Include="Traits\Player\MissionObjectives.cs" />
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<Compile Include="Traits\Player\ParallelProductionQueue.cs" />
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<Compile Include="Traits\Player\PlaceBeacon.cs" />
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<Compile Include="Traits\Player\PlaceBeacon.cs" />
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<Compile Include="Traits\Player\PlaceBuilding.cs" />
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<Compile Include="Traits\Player\PlaceBuilding.cs" />
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<Compile Include="Traits\Player\PlayerExperience.cs" />
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<Compile Include="Traits\Player\PlayerExperience.cs" />
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62
OpenRA.Mods.Common/Traits/Player/ParallelProductionQueue.cs
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62
OpenRA.Mods.Common/Traits/Player/ParallelProductionQueue.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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namespace OpenRA.Mods.Common.Traits
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{
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public class ParallelProductionQueueInfo : ProductionQueueInfo
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{
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public override object Create(ActorInitializer init) { return new ParallelProductionQueue(init, init.Self.Owner.PlayerActor, this); }
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}
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public class ParallelProductionQueue : ProductionQueue
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{
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public ParallelProductionQueue(ActorInitializer init, Actor playerActor, ParallelProductionQueueInfo info)
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: base(init, playerActor, info) { }
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protected override void TickInner(Actor self, bool allProductionPaused)
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{
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CancelUnbuildableItems();
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var item = Queue.FirstOrDefault(i => !i.Paused);
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if (item == null)
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return;
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var before = item.RemainingTime;
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item.Tick(playerResources);
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if (item.RemainingTime == before)
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return;
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// As we have progressed this actor type, we will move all queued items of this actor to the end.
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foreach (var other in Queue.FindAll(a => a.Item == item.Item))
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{
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Queue.Remove(other);
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Queue.Add(other);
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}
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}
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public override bool IsProducing(ProductionItem item)
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{
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return Queue.Contains(item);
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}
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public override int RemainingTimeActual(ProductionItem item)
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{
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var parallelBuilds = Queue.FindAll(i => !i.Paused && !i.Done)
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.GroupBy(i => i.Item)
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.ToList()
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.Count;
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return item.RemainingTimeActual * parallelBuilds;
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}
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}
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}
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