Per-structure queues for cnc

This commit is contained in:
Paul Chote
2010-08-26 22:10:21 +12:00
parent ee546750b2
commit 61ebe0d0a0
4 changed files with 48 additions and 31 deletions

View File

@@ -77,7 +77,7 @@ namespace OpenRA.Traits
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
() => self.World.AddFrameEndTask(
_ =>
{
@@ -165,6 +165,15 @@ namespace OpenRA.Traits
void BuildUnit( string name )
{
// If the actor has a production trait, use it.
var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
if (sp != null)
{
if (!IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
FinishProduction();
return;
}
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait<Production>()
.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
@@ -193,7 +202,7 @@ namespace OpenRA.Traits
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
public readonly int TotalTime;
public readonly int TotalCost;
public int RemainingTime { get; private set; }
@@ -204,13 +213,14 @@ namespace OpenRA.Traits
int slowdown = 0;
public ProductionItem(string item, int time, int cost, Action onComplete)
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
{
if (time <= 0) time = 1;
Item = item;
RemainingTime = TotalTime = time;
RemainingCost = TotalCost = cost;
OnComplete = onComplete;
Queue = queue;
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
@@ -228,7 +238,7 @@ namespace OpenRA.Traits
if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}