Fix production bars not being visible on captured factories
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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public object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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}
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}
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class ProductionBar : ISelectionBar, ITick
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class ProductionBar : ISelectionBar, ITick, INotifyCreated, INotifyOwnerChanged
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{
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{
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readonly ProductionBarInfo info;
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readonly ProductionBarInfo info;
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readonly Actor self;
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readonly Actor self;
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@@ -39,28 +39,33 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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this.info = info;
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}
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}
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public void Tick(Actor self)
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void FindQueue()
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{
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{
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var type = info.ProductionType ?? self.Info.TraitInfo<ProductionInfo>().Produces.First();
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one queue.
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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if (queue == null)
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if (queue == null)
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{
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{
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var type = info.ProductionType ?? self.Info.TraitInfo<ProductionInfo>().Produces.First();
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// No queues available - check for classic production queues
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queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one queue.
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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if (queue == null)
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{
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// No queues available - check for classic production queues
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queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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}
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if (queue == null)
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throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
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}
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}
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if (queue == null)
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throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
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}
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public void Created(Actor self)
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{
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FindQueue();
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}
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public void Tick(Actor self)
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{
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var current = queue.CurrentItem();
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var current = queue.CurrentItem();
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value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
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value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
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}
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}
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@@ -75,5 +80,10 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public Color GetColor() { return info.Color; }
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public Color GetColor() { return info.Color; }
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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FindQueue();
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}
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}
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}
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}
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}
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