Overhaul ProductionBar:
- Is now a conditional trait - Now respects multiple Production trait instances - ProductionType is now required
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@@ -17,73 +17,72 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Visualizes the remaining build time of actor produced here.")]
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class ProductionBarInfo : ITraitInfo, Requires<ProductionInfo>
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class ProductionBarInfo : ConditionalTraitInfo, Requires<ProductionInfo>
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{
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[FieldLoader.Require]
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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 readonly Color Color = Color.SkyBlue;
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public object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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public override object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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}
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class ProductionBar : ISelectionBar, ITick, INotifyCreated, INotifyOwnerChanged
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class ProductionBar : ConditionalTrait<ProductionBarInfo>, ISelectionBar, ITick, INotifyOwnerChanged
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{
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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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: base(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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protected override void Created(Actor self)
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{
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base.Created(self);
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FindQueue();
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}
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void FindQueue()
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{
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var type = info.ProductionType ?? self.Info.TraitInfo<ProductionInfo>().Produces.First();
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one 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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.FirstOrDefault(q => Info.ProductionType == 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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.FirstOrDefault(q => Info.ProductionType == 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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void INotifyCreated.Created(Actor self)
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{
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FindQueue();
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var current = queue.AllQueued().Where(i => i.Started).OrderBy(i => i.RemainingTime).FirstOrDefault();
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value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
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}
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float ISelectionBar.GetValue()
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{
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// only people we like should see our production status.
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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// Only people we like should see our production status.
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if (IsTraitDisabled || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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return value;
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}
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Color ISelectionBar.GetColor() { return info.Color; }
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Color ISelectionBar.GetColor() { return Info.Color; }
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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FindQueue();
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}
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