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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@@ -11,9 +11,8 @@ namespace OpenRa.Game.GameRules
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public TechTree()
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{
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foreach( var b in Rules.Categories[ "Building" ] )
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foreach( var info in Rules.NewUnitInfo.Values )
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{
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var info = Rules.NewUnitInfo[ b ];
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var pi = info.Traits.GetOrDefault<ProductionInfo>();
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if (pi != null)
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foreach( var p in pi.Produces )
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@@ -51,19 +50,22 @@ namespace OpenRa.Game.GameRules
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return false;
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return true;
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}
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}
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public IEnumerable<string> BuildableItems( Player player, params string[] categories )
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{
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var playerBuildings = GatherBuildings( player );
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foreach( var unit in categories.SelectMany( x => Rules.Categories[ x ] ).Select( x => Rules.NewUnitInfo[ x ] ) )
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foreach( var unit in AllBuildables( player, categories ) )
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if( CanBuild( unit, player, playerBuildings ) )
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yield return unit.Name;
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}
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public IEnumerable<string> AllItems(Player player, params string[] categories)
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public IEnumerable<NewUnitInfo> AllBuildables(Player player, params string[] categories)
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{
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return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.NewUnitInfo[x].Name);
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return Rules.NewUnitInfo.Values
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.Where( x => x.Name[ 0 ] != '^' )
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.Where( x => categories.Contains( Rules.UnitCategory[ x.Name ] ) )
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.Where( x => x.Traits.Contains<BuildableInfo>() );
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}
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public IEnumerable<NewUnitInfo> UnitBuiltAt( NewUnitInfo info )
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