Tidy production traits.
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@@ -23,22 +23,27 @@ namespace OpenRA.Mods.RA
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{
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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public readonly bool SpeedUp = false;
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[Desc("Every time another production building of the same queue is",
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"contructed, the build times of all actors in the queue",
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"decreased by a percentage of the original time.")]
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public readonly int[] BuildTimeSpeedReduction = { 100, 85, 75, 65, 60, 55, 50 };
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init, this); }
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}
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public class ClassicProductionQueue : ProductionQueue, ISync
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{
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public new ClassicProductionQueueInfo Info;
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static readonly ActorInfo[] NoItems = { };
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public ClassicProductionQueue(Actor self, ClassicProductionQueueInfo info)
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: base(self, self, info)
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readonly Actor self;
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readonly ClassicProductionQueueInfo info;
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public ClassicProductionQueue(ActorInitializer init, ClassicProductionQueueInfo info)
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: base(init, init.self, info)
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{
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this.Info = info;
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this.self = init.self;
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this.info = info;
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}
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[Sync] bool isActive = false;
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@@ -47,23 +52,25 @@ namespace OpenRA.Mods.RA
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{
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isActive = false;
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foreach (var x in self.World.ActorsWithTrait<Production>())
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{
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if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
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{
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isActive = true;
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break;
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}
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}
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base.Tick(self);
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}
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static ActorInfo[] None = { };
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public override IEnumerable<ActorInfo> AllItems()
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{
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return isActive ? base.AllItems() : None;
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return isActive ? base.AllItems() : NoItems;
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}
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public override IEnumerable<ActorInfo> BuildableItems()
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{
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return isActive ? base.BuildableItems() : None;
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return isActive ? base.BuildableItems() : NoItems;
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}
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protected override bool BuildUnit(string name)
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@@ -89,10 +96,11 @@ namespace OpenRA.Mods.RA
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return true;
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}
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}
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return false;
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}
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public override int GetBuildTime(String unitString)
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public override int GetBuildTime(string unitString)
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{
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var unit = self.World.Map.Rules.Actors[unitString];
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if (unit == null || !unit.Traits.Contains<BuildableInfo>())
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@@ -103,15 +111,15 @@ namespace OpenRA.Mods.RA
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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if (Info.SpeedUp)
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if (info.SpeedUp)
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{
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var queues = unit.Traits.Get<BuildableInfo>().Queue;
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var selfsameBuildings = self.World.ActorsWithTrait<Production>()
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.Where(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Intersect(queues).Any())
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.ToArray();
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var speedModifier = selfsameBuildings.Count().Clamp(1, Info.BuildTimeSpeedReduction.Length) - 1;
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time = (time * Info.BuildTimeSpeedReduction[speedModifier]) / 100;
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var speedModifier = selfsameBuildings.Count().Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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}
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return time;
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