diff --git a/OpenRA.Mods.Common/Traits/Buildable.cs b/OpenRA.Mods.Common/Traits/Buildable.cs index cbb711bdc7..82a2a5c67a 100644 --- a/OpenRA.Mods.Common/Traits/Buildable.cs +++ b/OpenRA.Mods.Common/Traits/Buildable.cs @@ -21,9 +21,6 @@ namespace OpenRA.Mods.Common.Traits "and by the ProvidesCustomPrerequisite trait.")] public readonly string[] Prerequisites = { }; - [Desc("Restrict production to a specific race(s). **Deprecated**: Use race-specific prerequisites instead.")] - public readonly string[] Owner = { }; - [Desc("Production queue(s) that can produce this.")] public readonly string[] Queue = { }; diff --git a/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs b/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs index 56802e74df..7f05ee84e8 100644 --- a/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs +++ b/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs @@ -26,9 +26,6 @@ namespace OpenRA.Mods.Common.Traits [Desc("Group queues from separate buildings together into the same tab.")] public readonly string Group = null; - [Desc("Filter buildable items based on their Owner.")] - public readonly bool RequireOwner = true; - [Desc("Only enable this queue for certain factions")] public readonly string[] Race = { }; @@ -155,14 +152,8 @@ namespace OpenRA.Mods.Common.Traits { var bi = a.Traits.Get(); - // Can our race build this by satisfying normal prerequisites? - var buildable = !Info.RequireOwner || bi.Owner.Contains(Race); - - // Checks if Prerequisites want to hide the Actor from buildQueue if they are false - produceable.Add(a, new ProductionState { Visible = buildable }); - - if (buildable) - ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this); + produceable.Add(a, new ProductionState()); + ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this); } } @@ -391,7 +382,7 @@ namespace OpenRA.Mods.Common.Traits public class ProductionState { - public bool Visible = false; + public bool Visible = true; public bool Buildable = false; }