Rename ProductionQueue.Race to Faction

This commit is contained in:
Pavel Penev
2015-08-11 03:29:49 +03:00
parent 6e9b5ed2c9
commit 8b58f3a1d8

View File

@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Traits
[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
[Sync] public bool Enabled { get; private set; }
public string Race { get; private set; }
public string Faction { get; private set; }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
@@ -97,8 +97,8 @@ namespace OpenRA.Mods.Common.Traits
playerPower = playerActor.Trait<PowerManager>();
developerMode = playerActor.Trait<DeveloperMode>();
Race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
Enabled = !info.Factions.Any() || info.Factions.Contains(Race);
Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
CacheProduceables(playerActor);
}
@@ -123,8 +123,8 @@ namespace OpenRA.Mods.Common.Traits
if (!Info.Sticky)
{
Race = self.Owner.Faction.InternalName;
Enabled = !Info.Factions.Any() || Info.Factions.Contains(Race);
Faction = self.Owner.Faction.InternalName;
Enabled = !Info.Factions.Any() || Info.Factions.Contains(Faction);
}
// Regenerate the produceables and tech tree state
@@ -371,7 +371,7 @@ namespace OpenRA.Mods.Common.Traits
}
var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Race))
if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Faction))
{
FinishProduction();
return true;