Infrastructure for removing Categories and UnitCategory. Also, changed defensive structures to be in the same build-queue as normal structures. (mod it if you don't like it)
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@@ -47,7 +47,7 @@ namespace OpenRa.Game
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// Build Palette tabs
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string currentTab = "Building";
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bool paletteOpen = false;
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static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
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static string[] groups = new string[] { "Building", "Infantry", "Vehicle", "Plane", "Ship" };
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readonly Dictionary<string, string[]> tabImageNames;
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readonly Dictionary<string, Sprite> tabSprites;
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@@ -530,10 +530,10 @@ namespace OpenRa.Game
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var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
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var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
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.Where(a => Rules.NewUnitInfo[a].Traits.Contains<BuildableInfo>())
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.Where(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().Owner.Contains(Game.LocalPlayer.Race))
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.OrderBy(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().TechLevel);
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var allBuildables = Rules.TechTree.AllBuildables(Game.LocalPlayer, queueName)
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.Where(a => a.Traits.Contains<BuildableInfo>())
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(Game.LocalPlayer.Race))
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.OrderBy(a => a.Traits.Get<BuildableInfo>().TechLevel);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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@@ -546,7 +546,7 @@ namespace OpenRa.Game
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// Draw the icons
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int lasty = -1;
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foreach (var item in allItems)
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foreach (var item in allBuildables)
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{
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// Draw the background for this row
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if (y != lasty)
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@@ -560,12 +560,12 @@ namespace OpenRa.Game
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var drawPos = Game.viewport.Location + new float2(rect.Location);
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var isBuildingSomething = queue.CurrentItem(queueName) != null;
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shpRenderer.DrawSprite(tabSprites[item], drawPos, PaletteType.Chrome);
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shpRenderer.DrawSprite(tabSprites[item.Name], drawPos, PaletteType.Chrome);
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var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item);
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var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item.Name);
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if (rect.Contains(lastMousePos.ToPoint()))
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tooltipItem = item;
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tooltipItem = item.Name;
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var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
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@@ -589,7 +589,7 @@ namespace OpenRa.Game
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overlayBits.Add(Pair.New(ready.Image, overlayPos));
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}
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var repeats = queue.AllItems(queueName).Count(a => a.Item == item);
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var repeats = queue.AllItems(queueName).Count(a => a.Item == item.Name);
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if (repeats > 1 || queue.CurrentItem(queueName) != firstOfThis)
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{
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var offset = -22;
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@@ -604,11 +604,11 @@ namespace OpenRa.Game
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}
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}
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else
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if (!buildableItems.Contains(item) || isBuildingSomething)
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if (!buildableItems.Contains(item.Name) || isBuildingSomething)
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var closureItem = item;
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AddButton(rect, isLmb => HandleBuildPalette(closureItem, isLmb));
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var closureItemName = item.Name;
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AddButton(rect, isLmb => HandleBuildPalette(closureItemName, isLmb));
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if (++x == columns) { x = 0; y++; }
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@@ -645,7 +645,7 @@ namespace OpenRa.Game
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void StartProduction( string item )
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{
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var group = Rules.UnitCategory[item];
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Sound.Play((group == "Building" || group == "Defense") ? "abldgin1.aud" : "train1.aud");
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Sound.Play((group == "Building") ? "abldgin1.aud" : "train1.aud");
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Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item));
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}
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@@ -664,7 +664,7 @@ namespace OpenRa.Game
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{
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if (producing.Done)
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{
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if (group == "Building" || group == "Defense")
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if (group == "Building")
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Game.controller.orderGenerator = new PlaceBuildingOrderGenerator(player.PlayerActor, item);
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return;
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}
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