diff --git a/OpenRA.Game/OpenRA.Game.csproj b/OpenRA.Game/OpenRA.Game.csproj
index 779f4b61c8..801c8486b9 100755
--- a/OpenRA.Game/OpenRA.Game.csproj
+++ b/OpenRA.Game/OpenRA.Game.csproj
@@ -1,4 +1,4 @@
-
+
Debug
@@ -230,6 +230,7 @@
+
@@ -260,7 +261,4 @@
-->
-
-
-
\ No newline at end of file
diff --git a/OpenRA.Game/Traits/Player/PlaceBuilding.cs b/OpenRA.Game/Traits/Player/PlaceBuilding.cs
index df12436cf1..0fa1c01d8e 100644
--- a/OpenRA.Game/Traits/Player/PlaceBuilding.cs
+++ b/OpenRA.Game/Traits/Player/PlaceBuilding.cs
@@ -82,7 +82,7 @@ namespace OpenRA.Traits
var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait()
.Where( x => x.Actor.Info.Traits.Get().Produces.Contains( unit.Category ) )
.ToList();
- var producer = producers.Where( x => x.Trait.IsPrimary ).Concat( producers )
+ var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
.FirstOrDefault();
if( producer.Actor != null )
diff --git a/OpenRA.Game/Traits/Player/ProductionQueue.cs b/OpenRA.Game/Traits/Player/ProductionQueue.cs
index 88ad8df9df..87779f5d5c 100644
--- a/OpenRA.Game/Traits/Player/ProductionQueue.cs
+++ b/OpenRA.Game/Traits/Player/ProductionQueue.cs
@@ -170,7 +170,7 @@ namespace OpenRA.Traits
var producers = self.World.Queries.OwnedBy[self.Owner]
.WithTrait()
.Where(x => producerTypes.Contains(x.Actor.Info))
- .OrderByDescending(x => x.Trait.IsPrimary ? 1 : 0) // prioritize the primary.
+ .OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
.ToArray();
if (producers.Length == 0)
diff --git a/OpenRA.Game/Traits/PrimaryBuilding.cs b/OpenRA.Game/Traits/PrimaryBuilding.cs
new file mode 100644
index 0000000000..a260a5a426
--- /dev/null
+++ b/OpenRA.Game/Traits/PrimaryBuilding.cs
@@ -0,0 +1,77 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation. For more information,
+ * see LICENSE.
+ */
+#endregion
+
+using System.Collections.Generic;
+using System.Linq;
+
+namespace OpenRA.Traits
+{
+ class PrimaryBuildingInfo : TraitInfo { }
+
+ class PrimaryBuilding : IIssueOrder, IResolveOrder, IOrderCursor, ITags
+ {
+ bool isPrimary = false;
+ public bool IsPrimary { get { return isPrimary; } }
+
+ public IEnumerable GetTags()
+ {
+ yield return (isPrimary) ? TagType.Primary : TagType.None;
+ }
+
+ public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
+ {
+ if (mi.Button == MouseButton.Right && underCursor == self)
+ return new Order("PrimaryProducer", self);
+ return null;
+ }
+
+ public string CursorForOrder(Actor self, Order order)
+ {
+ return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
+ }
+
+ public void ResolveOrder(Actor self, Order order)
+ {
+ if (order.OrderString == "PrimaryProducer")
+ SetPrimaryProducer(self, !isPrimary);
+ }
+
+ public void SetPrimaryProducer(Actor self, bool state)
+ {
+ if (state == false)
+ {
+ isPrimary = false;
+ return;
+ }
+
+ // Cancel existing primaries
+ foreach (var p in self.Info.Traits.Get().Produces)
+ foreach (var b in self.World.Queries.OwnedBy[self.Owner]
+ .WithTrait()
+ .Where(x => x.Trait.IsPrimary
+ && (x.Actor.Info.Traits.Get().Produces.Contains(p))))
+ b.Trait.SetPrimaryProducer(b.Actor, false);
+
+ isPrimary = true;
+
+ var eva = self.World.WorldActor.Info.Traits.Get();
+ Sound.PlayToPlayer(self.Owner, eva.PrimaryBuildingSelected);
+ }
+ }
+
+ static class PrimaryExts
+ {
+ public static bool IsPrimaryBuilding(this Actor a)
+ {
+ var pb = a.traits.Get();
+ return pb != null && pb.IsPrimary;
+ }
+ }
+}
diff --git a/OpenRA.Game/Traits/Production.cs b/OpenRA.Game/Traits/Production.cs
index 21d77d4623..9a6849611d 100755
--- a/OpenRA.Game/Traits/Production.cs
+++ b/OpenRA.Game/Traits/Production.cs
@@ -20,13 +20,12 @@ namespace OpenRA.Traits
{
public readonly float[] SpawnOffsets; // in px relative to CenterLocation
public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
- public readonly bool EnablePrimary = true;
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
- public class Production : IIssueOrder, IResolveOrder, ITags, IOrderCursor
+ public class Production
{
public readonly List> Spawns = new List>();
public Production(ProductionInfo info)
@@ -111,56 +110,6 @@ namespace OpenRA.Traits
return false;
}
- // "primary building" crap - perhaps this should be split?
- bool isPrimary = false;
- public bool IsPrimary { get { return isPrimary; } }
- public IEnumerable GetTags()
- {
- yield return (isPrimary) ? TagType.Primary : TagType.None;
- }
-
- public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
- {
- if (mi.Button == MouseButton.Right && underCursor == self && self.Info.Traits.Get().EnablePrimary)
- return new Order("PrimaryProducer", self);
- return null;
- }
-
- public string CursorForOrder(Actor self, Order order)
- {
- return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
- }
-
- public void ResolveOrder(Actor self, Order order)
- {
- if (order.OrderString == "PrimaryProducer")
- SetPrimaryProducer(self, !isPrimary);
- }
-
- public void SetPrimaryProducer(Actor self, bool state)
- {
- if (state == false)
- {
- isPrimary = false;
- return;
- }
-
- // Cancel existing primaries
- foreach (var p in self.Info.Traits.Get().Produces)
- {
- foreach (var b in self.World.Queries.OwnedBy[self.Owner]
- .WithTrait()
- .Where(x => x.Trait.IsPrimary
- && (x.Actor.Info.Traits.Get().Produces.Contains(p))))
- {
- b.Trait.SetPrimaryProducer(b.Actor, false);
- }
- }
- isPrimary = true;
-
- var eva = self.World.WorldActor.Info.Traits.Get();
- Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
- }
}
}
diff --git a/mods/cnc/structures.yaml b/mods/cnc/structures.yaml
index 054906adf7..cd99df3fb1 100644
--- a/mods/cnc/structures.yaml
+++ b/mods/cnc/structures.yaml
@@ -17,7 +17,6 @@ FACT:
AllowsBuildingRepair:
Production:
Produces: Building,Defense
- EnablePrimary: false
Transforms:
IntoActor: mcv
Offset:1,1
@@ -160,6 +159,7 @@ PYLE:
Produces: Infantry
SpawnOffsets: -10,2, 7,7
ExitCells: 0,1, 1,1
+ PrimaryBuilding:
HAND:
Inherits: ^Building
@@ -188,6 +188,7 @@ HAND:
Produces: Infantry
SpawnOffsets: 12,24
ExitCells:1,2
+ PrimaryBuilding:
AFLD:
Inherits: ^Building
@@ -218,6 +219,8 @@ AFLD:
Produces: Vehicle
SpawnOffsets: -24,0
ExitCells:3,1
+ PrimaryBuilding:
+
WEAP:
Inherits: ^Building
Buildable:
@@ -247,6 +250,8 @@ WEAP:
Produces: Vehicle
SpawnOffsets: -8,-8
ExitCells: 0,2
+ PrimaryBuilding:
+
HQ:
RequiresPower:
CanPowerDown:
@@ -346,6 +351,7 @@ HPAD:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane
+ PrimaryBuilding:
BelowUnits:
Reservable:
RepairsUnits:
diff --git a/mods/ra/structures.yaml b/mods/ra/structures.yaml
index abf5023f72..c650a733bc 100644
--- a/mods/ra/structures.yaml
+++ b/mods/ra/structures.yaml
@@ -81,6 +81,7 @@ SPEN:
SpawnOffsets: 0,-5, 0,-5, 0,0, 0,0
ExitCells: -1,2, 3,2, 0,0, 2,0
Produces: Ship
+ PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell:
RepairsUnits:
@@ -115,6 +116,7 @@ SYRD:
Produces: Ship
SpawnOffsets: -25,23, 26,23, -22,-25, 23,-25
ExitCells: 0,2, 2,2, 0,0, 2,0
+ PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell:
RepairsUnits:
@@ -451,6 +453,7 @@ WEAP:
SpawnOffsets: 5,0
ExitCells: 1,1
Produces: Vehicle
+ PrimaryBuilding:
IronCurtainable:
FACT:
@@ -468,7 +471,6 @@ FACT:
Bib:
Production:
Produces: Building,Defense
- EnablePrimary: false
IronCurtainable:
Valued:
Cost: 2500
@@ -567,6 +569,7 @@ HPAD:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane
+ PrimaryBuilding:
BelowUnits:
Reservable:
IronCurtainable:
@@ -595,6 +598,7 @@ AFLD:
Produces: Plane
SpawnOffsets: 0,4
ExitCells: 1,1
+ PrimaryBuilding:
BelowUnits:
Reservable:
IronCurtainable:
@@ -697,6 +701,7 @@ BARR:
SpawnOffsets: -4,19, -17,15
ExitCells: 0,2, 0,2
Produces: Infantry
+ PrimaryBuilding:
IronCurtainable:
TENT:
@@ -726,6 +731,7 @@ TENT:
Produces: Infantry
SpawnOffsets: -1,19, -17,15
ExitCells: 0,2, 0,2
+ PrimaryBuilding:
IronCurtainable:
KENN:
@@ -750,6 +756,7 @@ KENN:
SpawnOffsets: 0,0
ExitCells: 0,0
Produces: Infantry
+ PrimaryBuilding:
IronCurtainable:
-EmitInfantryOnSell: