Improve ProductionBar performance.
Also adds an explicit second bar for construction yards.
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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@@ -18,13 +19,49 @@ namespace OpenRA.Mods.RA
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[Desc("Visualizes the remaining build time of actor produced here.")]
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class ProductionBarInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new ProductionBar( init.self ); }
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[Desc("Production queue type, for actors with multiple queues.")]
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public readonly string ProductionType = null;
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public object Create(ActorInitializer init) { return new ProductionBar(init.self, this); }
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}
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class ProductionBar : ISelectionBar
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class ProductionBar : ISelectionBar, ITick
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{
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Actor self;
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public ProductionBar(Actor self) { this.self = self; }
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readonly ProductionBarInfo info;
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readonly Actor self;
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ProductionQueue queue;
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float value;
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public ProductionBar(Actor self, ProductionBarInfo info)
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{
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this.self = self;
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this.info = info;
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}
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public void Tick(Actor self)
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{
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if (queue == null)
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{
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var type = info.ProductionType ?? self.Trait<Production>().Info.Produces.First();
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// Per-actor queue
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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if (queue == null)
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{
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// No queues available - check for classic production queues
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queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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}
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if (queue == null)
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throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
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}
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var current = queue.CurrentItem();
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value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
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}
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public float GetValue()
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{
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@@ -32,18 +69,7 @@ namespace OpenRA.Mods.RA
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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var queue = self.TraitsImplementing<ProductionQueue>().FirstOrDefault(q => q.CurrentItem() != null);
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if (queue == null)
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{
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var produces = self.Trait<Production>().Info.Produces;
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queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => produces.Contains(q.Info.Type));
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}
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if (queue == null || queue.CurrentItem() == null)
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return 0f;
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return 1 - (float)queue.CurrentItem().RemainingCost / queue.CurrentItem().TotalCost;
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return value;
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}
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public Color GetColor() { return Color.SkyBlue; }
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@@ -41,7 +41,10 @@ FACT:
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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BaseBuilding:
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ProductionBar:
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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BaseProvider:
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Cooldown: 75
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Range: 14
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@@ -810,7 +810,10 @@ FACT:
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IntoActor: mcv
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Offset: 1,1
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Facing: 96
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ProductionBar:
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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DeadBuildingState:
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BaseProvider:
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Range: 16
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@@ -29,7 +29,10 @@ GACNST:
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IntoActor: mcv
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Offset: 1,1
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Facing: 96
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ProductionBar:
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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-Sellable:
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WithIdleOverlay@TOP:
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Sequence: idle-top
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