Tidy production traits.

This commit is contained in:
Paul Chote
2014-06-21 15:56:50 +12:00
parent f46f71217e
commit 7b3a0ebeb5
7 changed files with 160 additions and 133 deletions

View File

@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Cnc.Widgets
public override void Tick()
{
if (CurrentQueue != null && !CurrentQueue.self.IsInWorld)
if (CurrentQueue != null && !CurrentQueue.Actor.IsInWorld)
CurrentQueue = null;
if (CurrentQueue != null)
@@ -125,20 +125,20 @@ namespace OpenRA.Mods.Cnc.Widgets
if (first != null && first.Done && actor.Traits.Contains<BuildingInfo>())
{
Sound.Play(TabClick);
World.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, icon.Name);
World.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.Actor, icon.Name);
}
else if (first != null && first.Paused)
{
// Resume a paused item
Sound.Play(TabClick);
World.IssueOrder(Order.PauseProduction(CurrentQueue.self, icon.Name, false));
World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false));
}
else if (CurrentQueue.BuildableItems().Any(a => a.Name == icon.Name))
{
// Queue a new item
Sound.Play(TabClick);
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Country.Race);
World.IssueOrder(Order.StartProduction(CurrentQueue.self, icon.Name,
World.IssueOrder(Order.StartProduction(CurrentQueue.Actor, icon.Name,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}
else
@@ -155,13 +155,13 @@ namespace OpenRA.Mods.Cnc.Widgets
if (first.Paused || first.Done || first.TotalCost == first.RemainingCost)
{
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, World.LocalPlayer.Country.Race);
World.IssueOrder(Order.CancelProduction(CurrentQueue.self, icon.Name,
World.IssueOrder(Order.CancelProduction(CurrentQueue.Actor, icon.Name,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}
else
{
Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, World.LocalPlayer.Country.Race);
World.IssueOrder(Order.PauseProduction(CurrentQueue.self, icon.Name, true));
World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, true));
}
}
else

View File

@@ -51,7 +51,7 @@ namespace OpenRA.Mods.RA.AI
{
HackyAI.BotDebug("AI: Starting production of {0}".F(item.Name));
state = BuildState.WaitForProduction;
ai.world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
ai.world.IssueOrder(Order.StartProduction(queue.Actor, item.Name, 1));
}
break;
@@ -60,7 +60,7 @@ namespace OpenRA.Mods.RA.AI
return;
if (currentBuilding.Paused)
ai.world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
ai.world.IssueOrder(Order.PauseProduction(queue.Actor, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
state = BuildState.WaitForFeedback;
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.AI
if (location == null)
{
HackyAI.BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
ai.world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
ai.world.IssueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1));
}
else
{

View File

@@ -839,7 +839,7 @@ namespace OpenRA.Mods.RA.AI
ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
world.IssueOrder(Order.StartProduction(queue.Actor, unit.Name, 1));
}
void BuildUnit(string category, string name)
@@ -849,7 +849,7 @@ namespace OpenRA.Mods.RA.AI
return;
if (Map.Rules.Actors[name] != null)
world.IssueOrder(Order.StartProduction(queue.self, name, 1));
world.IssueOrder(Order.StartProduction(queue.Actor, name, 1));
}
public void Damaged(Actor self, AttackInfo e)

View File

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

View File

@@ -23,6 +23,7 @@ namespace OpenRA.Mods.RA
{
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
@@ -30,96 +31,99 @@ namespace OpenRA.Mods.RA
public readonly bool RequireOwner = true;
[Desc("This value is used to translate the unit cost into build time.")]
public float BuildSpeed = 0.4f;
public readonly float BuildSpeed = 0.4f;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
[Desc("Notification played when you can't train another unit",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = "NoBuild";
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = "Training";
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = "OnHold";
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init, init.self.Owner.PlayerActor, this); }
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyCapture, INotifyKilled, INotifySold, ISync, INotifyTransform
{
public readonly Actor self;
public ProductionQueueInfo Info;
PowerManager PlayerPower;
public readonly ProductionQueueInfo Info;
readonly Actor self;
readonly string race;
// Can change if the actor is captured
PowerManager playerPower;
PlayerResources playerResources;
readonly CountryInfo Race;
// A list of things we could possibly build
Dictionary<ActorInfo, ProductionState> produceable;
List<ProductionItem> queue = new List<ProductionItem>();
// A list of things we are currently building
public List<ProductionItem> Queue = new List<ProductionItem>();
public Actor Actor { get { return self; } }
[Sync] public int QueueLength { get { return Queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && Queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && Queue[0].Done; } }
[Sync] public int QueueLength { get { return queue.Count; } }
[Sync] public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : queue[0].RemainingCost; } }
[Sync] public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : queue[0].RemainingTime; } }
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
// A list of things we could possibly build, even if our race doesn't normally get it
public Dictionary<ActorInfo, ProductionState> Produceable;
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
this.self = self;
this.Info = info;
self = init.self;
Info = info;
playerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
playerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country;
Produceable = InitTech(playerActor);
race = self.Owner.Country.Race;
CacheProduceables(playerActor);
}
void ClearQueue()
{
if (Queue.Count == 0)
if (queue.Count == 0)
return;
// Refund the current item
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost);
Queue.Clear();
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost);
queue.Clear();
}
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerPower = newOwner.PlayerActor.Trait<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
ClearQueue();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
Produceable = InitTech(self.Owner.PlayerActor);
// Force a third(!) tech tree update to ensure that prerequisites are correct.
// The first two updates are triggered by adding/removing the actor when
// changing ownership, *before* the new techtree watchers have been set up.
// This is crap.
// Regenerate the produceables and tech tree state
CacheProduceables(newOwner.PlayerActor);
self.Owner.PlayerActor.Trait<TechTree>().Update();
}
public void Killed(Actor killed, AttackInfo e) { if (killed == self) ClearQueue(); }
public void Selling(Actor self) {}
public void Selling(Actor self) { }
public void Sold(Actor self) { ClearQueue(); }
public void OnTransform(Actor self) { ClearQueue(); }
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
void CacheProduceables(Actor playerActor)
{
var tech = new Dictionary<ActorInfo, ProductionState>();
produceable = new Dictionary<ActorInfo, ProductionState>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
@@ -127,102 +131,101 @@ namespace OpenRA.Mods.RA
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prerequisites?
var buildable = !Info.RequireOwner || bi.Owner.Contains(Race.Race);
var buildable = !Info.RequireOwner || bi.Owner.Contains(race);
// Checks if Prerequisites want to hide the Actor from buildQueue if they are false
tech.Add(a, new ProductionState { Visible = buildable });
produceable.Add(a, new ProductionState { Visible = buildable });
if (buildable)
ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
return tech;
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return self.World.Map.Rules.Actors.Values
.Where(x =>
x.Name[ 0 ] != '^' &&
x.Name[0] != '^' &&
x.Traits.Contains<BuildableInfo>() &&
x.Traits.Get<BuildableInfo>().Queue.Contains(category));
}
public void OverrideProduction(ActorInfo type, bool buildable)
{
Produceable[type].Buildable = buildable;
Produceable[type].Sticky = true;
produceable[type].Buildable = buildable;
produceable[type].Sticky = true;
}
public void PrerequisitesAvailable(string key)
{
var ps = Produceable[ self.World.Map.Rules.Actors[key] ];
var ps = produceable[self.World.Map.Rules.Actors[key]];
if (!ps.Sticky)
ps.Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
var ps = Produceable[ self.World.Map.Rules.Actors[key] ];
var ps = produceable[self.World.Map.Rules.Actors[key]];
if (!ps.Sticky)
ps.Buildable = false;
}
public void PrerequisitesItemHidden(string key)
{
Produceable[self.World.Map.Rules.Actors[key]].Visible = false;
produceable[self.World.Map.Rules.Actors[key]].Visible = false;
}
public void PrerequisitesItemVisible(string key)
{
Produceable[self.World.Map.Rules.Actors[key]].Visible = true;
produceable[self.World.Map.Rules.Actors[key]].Visible = true;
}
public ProductionItem CurrentItem()
{
return Queue.ElementAtOrDefault(0);
return queue.ElementAtOrDefault(0);
}
public IEnumerable<ProductionItem> AllQueued()
{
return Queue;
return queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
return produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
return produceable.Select(a => a.Key);
return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
return produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
}
public bool CanBuild(ActorInfo actor)
{
return Produceable.ContainsKey(actor) && Produceable[actor].Buildable;
return produceable.ContainsKey(actor) && produceable[actor].Buildable;
}
public virtual void Tick(Actor self)
{
while (Queue.Count > 0 && BuildableItems().All(b => b.Name != Queue[ 0 ].Item))
while (queue.Count > 0 && BuildableItems().All(b => b.Name != queue[0].Item))
{
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
playerResources.GiveCash(queue[0].TotalCost - queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if (Queue.Count > 0)
Queue[ 0 ].Tick(playerResources);
if (queue.Count > 0)
queue[0].Tick(playerResources);
}
public void ResolveOrder(Actor self, Order order)
{
switch(order.OrderString)
switch (order.OrderString)
{
case "StartProduction":
{
@@ -241,7 +244,7 @@ namespace OpenRA.Mods.RA
var fromLimit = int.MaxValue;
if (bi.BuildLimit > 0)
{
var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
@@ -250,37 +253,39 @@ namespace OpenRA.Mods.RA
}
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++) // repeat count
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, PlayerPower,
() => self.World.AddFrameEndTask(_ =>
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
}
break;
}
case "PauseProduction":
{
if (Queue.Count > 0 && Queue[0].Item == order.TargetString)
Queue[0].Paused = ( order.ExtraData != 0 );
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString, order.ExtraData);
@@ -289,10 +294,10 @@ namespace OpenRA.Mods.RA
}
}
virtual public int GetBuildTime(String unitString)
public virtual int GetBuildTime(string unitString)
{
var unit = self.World.Map.Rules.Actors[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
if (unit == null || !unit.Traits.Contains<BuildableInfo>())
return 0;
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
@@ -300,7 +305,7 @@ namespace OpenRA.Mods.RA
var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int) time;
return (int)time;
}
protected void CancelProduction(string itemName, uint numberToCancel)
@@ -311,13 +316,13 @@ namespace OpenRA.Mods.RA
void CancelProductionInner(string itemName)
{
var lastIndex = Queue.FindLastIndex(a => a.Item == itemName);
var lastIndex = queue.FindLastIndex(a => a.Item == itemName);
if (lastIndex > 0)
Queue.RemoveAt(lastIndex);
queue.RemoveAt(lastIndex);
else if (lastIndex == 0)
{
var item = Queue[0];
var item = queue[0];
playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
FinishProduction();
}
@@ -325,13 +330,13 @@ namespace OpenRA.Mods.RA
public void FinishProduction()
{
if (Queue.Count == 0) return;
Queue.RemoveAt(0);
if (queue.Count != 0)
queue.RemoveAt(0);
}
protected void BeginProduction(ProductionItem item)
{
Queue.Add(item);
queue.Add(item);
}
// Builds a unit from the actor that holds this queue (1 queue per building)
@@ -351,6 +356,7 @@ namespace OpenRA.Mods.RA
FinishProduction();
return true;
}
return false;
}
}
@@ -366,9 +372,10 @@ namespace OpenRA.Mods.RA
{
public readonly string Item;
public readonly ProductionQueue Queue;
readonly PowerManager pm;
public int TotalTime;
public readonly int TotalCost;
public readonly Action OnComplete;
public int TotalTime { get; private set; }
public int RemainingTime { get; private set; }
public int RemainingCost { get; private set; }
public int RemainingTimeActual
@@ -380,9 +387,12 @@ namespace OpenRA.Mods.RA
}
}
public bool Paused = false, Done = false, Started = false;
public Action OnComplete;
public int slowdown = 0;
public bool Paused { get; private set; }
public bool Done { get; private set; }
public bool Started { get; private set; }
public int Slowdown { get; private set; }
readonly PowerManager pm;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
@@ -392,7 +402,6 @@ namespace OpenRA.Mods.RA
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
//Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(PlayerResources pr)
@@ -400,33 +409,43 @@ namespace OpenRA.Mods.RA
if (!Started)
{
var time = Queue.GetBuildTime(Item);
if (time > 0) RemainingTime = TotalTime = time;
if (time > 0)
RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
if (OnComplete != null) OnComplete();
if (OnComplete != null)
OnComplete();
return;
}
if (Paused) return;
if (Paused)
return;
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;
if (--Slowdown <= 0)
Slowdown = Queue.Info.LowPowerSlowdown;
else
return;
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame))
return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;
if (RemainingTime > 0)
return;
Done = true;
}
public void Pause(bool paused) { Paused = paused; }
}
}

View File

@@ -402,7 +402,7 @@ namespace OpenRA.Mods.RA.Scripting
var queue = GetSharedQueueForUnit(player, unit);
if (queue != null)
queue.ResolveOrder(queue.self, Order.StartProduction(queue.self, unit, (int)amount));
queue.ResolveOrder(queue.Actor, Order.StartProduction(queue.Actor, unit, (int)amount));
}
[LuaGlobal]

View File

@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA.Widgets
.Where(p => p.Actor.Owner == world.LocalPlayer)
.Select(p => p.Trait);
if (CurrentQueue != null && CurrentQueue.self.Destroyed)
if (CurrentQueue != null && CurrentQueue.Actor.Destroyed)
CurrentQueue = null;
foreach (var queue in queues)
@@ -366,7 +366,7 @@ namespace OpenRA.Mods.RA.Widgets
if (producing.Done)
{
if (unit.Traits.Contains<BuildingInfo>())
world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, item);
world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.Actor, item);
else
StartProduction(world, item);
return;
@@ -374,7 +374,7 @@ namespace OpenRA.Mods.RA.Widgets
if (producing.Paused)
{
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, false));
world.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, item, false));
return;
}
}
@@ -403,12 +403,12 @@ namespace OpenRA.Mods.RA.Widgets
Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, world.LocalPlayer.Country.Race);
var numberToCancel = Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1;
world.IssueOrder(Order.CancelProduction(CurrentQueue.self, item, numberToCancel));
world.IssueOrder(Order.CancelProduction(CurrentQueue.Actor, item, numberToCancel));
}
else
{
Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
world.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, item, true));
}
}
}
@@ -416,7 +416,7 @@ namespace OpenRA.Mods.RA.Widgets
void StartProduction(World world, string item)
{
world.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
world.IssueOrder(Order.StartProduction(CurrentQueue.Actor, item,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}