Per-structure queues for cnc
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@@ -77,7 +77,7 @@ namespace OpenRA.Traits
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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{
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BeginProduction(new ProductionItem(order.TargetString, (int)time, cost,
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BeginProduction(new ProductionItem(this, order.TargetString, (int)time, cost,
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() => self.World.AddFrameEndTask(
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_ =>
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{
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@@ -165,6 +165,15 @@ namespace OpenRA.Traits
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void BuildUnit( string name )
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{
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// If the actor has a production trait, use it.
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var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
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if (sp != null)
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{
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if (!IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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FinishProduction();
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return;
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}
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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@@ -193,7 +202,7 @@ namespace OpenRA.Traits
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public class ProductionItem
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{
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public readonly string Item;
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public readonly ProductionQueue Queue;
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public readonly int TotalTime;
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public readonly int TotalCost;
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public int RemainingTime { get; private set; }
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@@ -204,13 +213,14 @@ namespace OpenRA.Traits
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int slowdown = 0;
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public ProductionItem(string item, int time, int cost, Action onComplete)
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public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
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{
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if (time <= 0) time = 1;
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Item = item;
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RemainingTime = TotalTime = time;
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RemainingCost = TotalCost = cost;
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OnComplete = onComplete;
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Queue = queue;
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Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
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}
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@@ -228,7 +238,7 @@ namespace OpenRA.Traits
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if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
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slowdown = Queue.Info.LowPowerSlowdown;
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else
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return;
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}
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@@ -349,7 +349,7 @@ namespace OpenRA.Mods.RA.Widgets
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if (producing.Done)
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{
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if (unit.Traits.Contains<BuildingInfo>())
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world.OrderGenerator = new PlaceBuildingOrderGenerator(player.PlayerActor, item);
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world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, item);
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return;
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}
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@@ -472,7 +472,7 @@ namespace OpenRA.Mods.RA.Widgets
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var lowpower = resources.GetPowerState() != PowerState.Normal;
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var time = CurrentQueue.GetBuildTime(info.Name)
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* ((lowpower)? pl.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown : 1);
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* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
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DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
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var bi = info.Traits.GetOrDefault<BuildingInfo>();
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@@ -24,6 +24,15 @@ FACT:
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IntoActor: mcv
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Offset:1,1
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Facing: 108
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ProductionQueue@Building:
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Type: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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NUKE:
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Inherits: ^Building
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Valued:
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@@ -173,7 +182,10 @@ PYLE:
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SpawnOffsets: -10,2, 7,7
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ExitCells: 0,1, 1,1
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PrimaryBuilding:
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ProductionQueue@Vehicle:
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Type: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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HAND:
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Inherits: ^Building
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Valued:
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@@ -204,7 +216,10 @@ HAND:
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SpawnOffsets: 12,24
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ExitCells:1,2
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PrimaryBuilding:
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ProductionQueue@Infantry:
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Type: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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AFLD:
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Inherits: ^Building
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Valued:
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@@ -237,6 +252,10 @@ AFLD:
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SpawnOffsets: -24,0
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ExitCells:3,1
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PrimaryBuilding:
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ProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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WEAP:
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Inherits: ^Building
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@@ -270,6 +289,10 @@ WEAP:
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SpawnOffsets: -8,-8
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ExitCells: 0,2
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PrimaryBuilding:
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ProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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HQ:
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RequiresPower:
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@@ -383,6 +406,10 @@ HPAD:
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Reservable:
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RepairsUnits:
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RallyPoint:
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ProductionQueue@Plane:
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Type: Plane
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BuildSpeed: .4
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LowPowerSlowdown: 3
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EYE:
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RequiresPower:
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@@ -1,24 +1,4 @@
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Player:
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ProductionQueue@Building:
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Type: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Infantry:
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Type: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Plane:
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Type: Plane
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BuildSpeed: .4
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LowPowerSlowdown: 3
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PlaceBuilding:
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TechTreeCache:
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NukePower:
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