Take BuiltAt overrides into account when calculating speedup - prevent kennels contributing to rifle infantry speedup for example
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@@ -8,7 +8,6 @@
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*/
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*/
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#endregion
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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@@ -76,8 +75,8 @@ namespace OpenRA.Mods.RA
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protected override bool BuildUnit(string name)
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protected override bool BuildUnit(string name)
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{
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{
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// Find a production structure to build this actor
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// Find a production structure to build this actor
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var info = self.World.Map.Rules.Actors[name];
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var ai = self.World.Map.Rules.Actors[name];
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var bi = info.Traits.GetOrDefault<BuildableInfo>();
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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@@ -96,7 +95,7 @@ namespace OpenRA.Mods.RA
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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{
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if (p.Trait.Produce(p.Actor, info, Race))
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if (p.Trait.Produce(p.Actor, ai, Race))
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{
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{
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FinishProduction();
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FinishProduction();
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return true;
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return true;
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@@ -108,23 +107,24 @@ namespace OpenRA.Mods.RA
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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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{
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var unit = self.World.Map.Rules.Actors[unitString];
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var ai = self.World.Map.Rules.Actors[unitString];
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if (unit == null || !unit.Traits.Contains<BuildableInfo>())
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var bi = ai.Traits.GetOrDefault<BuildableInfo>();
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if (bi == null)
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return 0;
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return 0;
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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return 0;
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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var time = (int)(ai.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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{
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var queues = unit.Traits.Get<BuildableInfo>().Queue;
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var type = bi.BuildAtProductionType ?? info.Type;
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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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var selfsameBuildingsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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var speedModifier = selfsameBuildingsCount.Clamp(1, info.BuildTimeSpeedReduction.Length) - 1;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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time = (time * info.BuildTimeSpeedReduction[speedModifier]) / 100;
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}
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}
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