Route "Can i build X" queries via the appropriate ProductionQueue
This commit is contained in:
@@ -103,10 +103,9 @@ namespace OpenRA.Traits
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{
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if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
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// todo: this will simplify once queues know about what they can build
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var queues = p.World.Queries.WithTraitMultiple<ProductionQueue>().Where(a => a.Actor.Owner == p)
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.Select(a => a.Trait.Info.Type).Distinct().ToArray();
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return Rules.TechTree.BuildableItems(p, queues).Count();
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return p.World.Queries.WithTraitMultiple<ProductionQueue>()
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.Where(a => a.Actor.Owner == p)
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.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
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}
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}
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}
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@@ -46,9 +46,27 @@ namespace OpenRA.Traits
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return Producing;
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}
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public IEnumerable<ActorInfo> AllItems()
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{
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return Rules.TechTree.AllBuildables(Info.Type)
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Country.Race))
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.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
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}
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public IEnumerable<ActorInfo> BuildableItems()
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{
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return Rules.TechTree.BuildableItems(self.Owner, Info.Type).Select(b => Rules.Info[b.ToLowerInvariant()]);
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}
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public bool CanBuild(ActorInfo actor)
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{
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var buildings = Rules.TechTree.GatherBuildings( self.Owner );
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return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
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}
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public void Tick( Actor self )
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{
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while( Producing.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, Info.Type ).Contains( Producing[ 0 ].Item ) )
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while( Producing.Count > 0 && !BuildableItems().Any(b => b.Name == Producing[ 0 ].Item) )
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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@@ -71,7 +89,7 @@ namespace OpenRA.Traits
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var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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if (!Rules.TechTree.BuildableItems(order.Player, bi.Queue).Contains(order.TargetString))
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if (!BuildableItems().Any(b => b.Name == order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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@@ -70,23 +70,23 @@ namespace OpenRA.Mods.RA
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playerResources = p.PlayerActor.Trait<PlayerResources>();
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}
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int GetPowerProvidedBy(string building)
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int GetPowerProvidedBy(ActorInfo building)
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{
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var bi = Rules.Info[building].Traits.GetOrDefault<BuildingInfo>();
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var bi = building.Traits.GetOrDefault<BuildingInfo>();
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if (bi == null) return 0;
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return bi.Power;
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}
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string ChooseRandomUnitToBuild(string category)
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = Rules.TechTree.BuildableItems(p, category).ToArray();
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if (buildableThings.Length == 0) return null;
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return buildableThings[random.Next(buildableThings.Length)];
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var buildableThings = queue.BuildableItems();
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if (buildableThings.Count() == 0) return null;
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return buildableThings.ElementAtOrDefault(random.Next(buildableThings.Count()));
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}
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string ChooseBuildingToBuild()
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
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{
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var buildableThings = Rules.TechTree.BuildableItems(p, "Building").ToArray();
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var buildableThings = queue.BuildableItems();
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if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */
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{
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@@ -107,9 +107,9 @@ namespace OpenRA.Mods.RA
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.Select( a => a.Actor.Info.Name ).ToArray();
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foreach (var frac in buildingFractions)
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if (buildableThings.Contains(frac.Key))
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if (buildableThings.Any(b => b.Name == frac.Key))
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if (myBuildings.Count(a => a == frac.Key) < frac.Value * myBuildings.Length)
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return frac.Key;
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return Rules.Info[frac.Key];
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return null;
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}
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@@ -290,10 +290,10 @@ namespace OpenRA.Mods.RA
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if (queue == null)
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return;
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var unit = ChooseRandomUnitToBuild(category);
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var unit = ChooseRandomUnitToBuild(queue);
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if (unit != null)
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{
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Game.IssueOrder(Order.StartProduction(queue.self, unit, 1));
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Game.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
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}
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}
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@@ -305,12 +305,15 @@ namespace OpenRA.Mods.RA
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.Select(a => a.Trait)
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.FirstOrDefault();
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if (queue == null)
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return;
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var currentBuilding = queue.CurrentItem();
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switch (state)
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{
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case BuildState.ChooseItem:
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{
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var item = ChooseBuildingToBuild();
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var item = ChooseBuildingToBuild(queue);
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if (item == null)
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{
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state = BuildState.WaitForFeedback;
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@@ -319,7 +322,7 @@ namespace OpenRA.Mods.RA
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else
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{
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state = BuildState.WaitForProduction;
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Game.IssueOrder(Order.StartProduction(queue.self, item, 1));
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Game.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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}
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break;
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@@ -82,13 +82,10 @@ namespace OpenRA.Mods.RA.Widgets
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.Select(p => p.Trait);
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foreach (var queue in queues)
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if (!Rules.TechTree.BuildableItems(world.LocalPlayer, queue.Info.Type).Any())
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{
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if (CurrentQueue == queue)
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CurrentQueue = null;
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}
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else
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if (queue.BuildableItems().Count() > 0)
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visibleTabs.Add(queue);
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else if (CurrentQueue == queue)
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CurrentQueue = null;
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if (CurrentQueue == null)
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CurrentQueue = queues.FirstOrDefault();
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@@ -185,19 +182,15 @@ namespace OpenRA.Mods.RA.Widgets
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string paletteCollection = "palette-" + world.LocalPlayer.Country.Race;
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float2 origin = new float2(paletteOrigin.X + 9, paletteOrigin.Y + 9);
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var queueName = queue.Info.Type;
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// Collect info
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var x = 0;
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var y = 0;
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var buildableItems = Rules.TechTree.BuildableItems(world.LocalPlayer, queueName).ToArray();
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var allBuildables = Rules.TechTree.AllBuildables(queueName)
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(world.LocalPlayer.Country.Race))
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.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder)
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.ToArray();
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var buildableItems = queue.BuildableItems();
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var allBuildables = queue.AllItems();
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var overlayBits = new List<Pair<Sprite, float2>>();
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numActualRows = Math.Max((allBuildables.Length + Columns - 1) / Columns, Rows);
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numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
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// Palette Background
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WidgetUtils.DrawRGBA(ChromeProvider.GetImage(paletteCollection, "top"), new float2(origin.X - 9, origin.Y - 9));
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@@ -260,10 +253,10 @@ namespace OpenRA.Mods.RA.Widgets
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}
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}
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else
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if (!buildableItems.Contains(item.Name) || isBuildingSomething)
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if (!buildableItems.Any(a => a.Name == item.Name) || isBuildingSomething)
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var closureName = buildableItems.Contains(item.Name) ? item.Name : null;
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var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
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buttons.Add(Pair.New(new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Width, (int)rect.Height), HandleClick(closureName, world)));
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if (++x == Columns) { x = 0; y++; }
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@@ -444,9 +437,8 @@ namespace OpenRA.Mods.RA.Widgets
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var tooltip = info.Traits.Get<TooltipInfo>();
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var buildable = info.Traits.Get<BuildableInfo>();
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var cost = info.Traits.Get<ValuedInfo>().Cost;
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var buildings = Rules.TechTree.GatherBuildings( pl );
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var canBuildThis = Rules.TechTree.CanBuild(info, pl, buildings);
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var canBuildThis = CurrentQueue.CanBuild(info);
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var longDescSize = Game.Renderer.RegularFont.Measure(tooltip.Description.Replace("\\n", "\n")).Y;
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if (!canBuildThis) longDescSize += 8;
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@@ -494,15 +486,12 @@ namespace OpenRA.Mods.RA.Widgets
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bool DoBuildingHotkey(char c, World world)
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{
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if (!paletteOpen) return false;
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var buildable = Rules.TechTree.BuildableItems(world.LocalPlayer, CurrentQueue.Info.Type);
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var toBuild = buildable.FirstOrDefault(b => Rules.Info[b.ToLowerInvariant()].Traits.Get<BuildableInfo>().Hotkey == c.ToString());
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var toBuild = CurrentQueue.BuildableItems().FirstOrDefault(b => b.Traits.Get<BuildableInfo>().Hotkey == c.ToString());
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if ( toBuild != null )
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{
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Sound.Play(TabClick);
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HandleBuildPalette(world, toBuild, true);
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HandleBuildPalette(world, toBuild.Name, true);
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return true;
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}
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