diff --git a/OpenRA.Game/Traits/Player/ProductionQueue.cs b/OpenRA.Game/Traits/Player/ProductionQueue.cs index b253ff1532..9fc983915c 100644 --- a/OpenRA.Game/Traits/Player/ProductionQueue.cs +++ b/OpenRA.Game/Traits/Player/ProductionQueue.cs @@ -50,7 +50,6 @@ namespace OpenRA.Traits foreach (var a in Rules.TechTree.AllBuildables(Info.Type)) { var bi = a.Traits.Get(); - Console.WriteLine(a.Name); // Can our race build this by satisfying normal prereqs? var buildable = bi.Owner.Contains(self.Owner.Country.Race); Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } ); @@ -89,8 +88,12 @@ namespace OpenRA.Traits return Queue; } + ActorInfo[] None = new ActorInfo[]{}; public IEnumerable AllItems() { + if (!QueueActive) + return None; + if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().AllTech) return Produceable.Select(a => a.Key); @@ -99,6 +102,9 @@ namespace OpenRA.Traits public IEnumerable BuildableItems() { + if (!QueueActive) + return None; + if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait().AllTech) return Produceable.Select(a => a.Key); @@ -111,11 +117,17 @@ namespace OpenRA.Traits return Rules.TechTree.CanBuild(actor, self.Owner, buildings); } + [Sync] bool QueueActive = true; public void Tick( Actor self ) { if (!initialized) Initialize(); + if (self == self.Owner.PlayerActor) + QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait() + .Where(x => x.Trait.Info.Produces.Contains(Info.Type)) + .Any(); + while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) ) { self.Owner.PlayerActor.Trait().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far. @@ -227,37 +239,39 @@ namespace OpenRA.Traits void BuildUnit( string name ) { - // If the actor has a production trait, use it. - var sp = self.TraitsImplementing().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault(); - if (sp != null) + if (self == self.Owner.PlayerActor) { - if (!IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ])) - FinishProduction(); - return; - } - - var producers = self.World.Queries.OwnedBy[self.Owner] + // original ra behavior; queue lives on PlayerActor, need to find a production structure + var producers = self.World.Queries.OwnedBy[self.Owner] .WithTrait() .Where(x => x.Trait.Info.Produces.Contains(Info.Type)) .OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary. .ToArray(); - if (producers.Length == 0) - { - CancelProduction(name); - return; - } - - foreach (var p in producers) - { - if (IsDisabledBuilding(p.Actor)) continue; - - if (p.Trait.Produce(p.Actor, Rules.Info[ name ])) + if (producers.Length == 0) { - FinishProduction(); - break; + CancelProduction(name); + return; + } + + foreach (var p in producers) + { + if (IsDisabledBuilding(p.Actor)) continue; + + if (p.Trait.Produce(p.Actor, Rules.Info[ name ])) + { + FinishProduction(); + break; + } } } + else + { + // queue lives on actor; is produced at same actor + var sp = self.TraitsImplementing().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault(); + if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ])) + FinishProduction(); + } } } diff --git a/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs b/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs index c824370913..0a3f1a11c3 100755 --- a/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs +++ b/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs @@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Widgets public int Rows = 5; ProductionQueue CurrentQueue = null; - List visibleTabs = new List(); + List VisibleQueues = new List(); bool paletteOpen = false; Dictionary iconSprites; @@ -75,20 +75,21 @@ namespace OpenRA.Mods.RA.Widgets public override void Tick(World world) { - visibleTabs.Clear(); + VisibleQueues.Clear(); var queues = world.Queries.WithTraitMultiple() .Where(p => p.Actor.Owner == world.LocalPlayer) .Select(p => p.Trait); foreach (var queue in queues) - if (queue.BuildableItems().Count() > 0) - visibleTabs.Add(queue); + { + if (queue.AllItems().Count() > 0) + VisibleQueues.Add(queue); else if (CurrentQueue == queue) CurrentQueue = null; - + } if (CurrentQueue == null) - CurrentQueue = queues.FirstOrDefault(); + CurrentQueue = VisibleQueues.FirstOrDefault(); TickPaletteAnimation(world); @@ -385,12 +386,8 @@ namespace OpenRA.Mods.RA.Widgets var y = paletteOrigin.Y + 9; tabs.Clear(); - - var queues = world.Queries.WithTraitMultiple() - .Where(p => p.Actor.Owner == world.LocalPlayer) - .Select(p => p.Trait); - - foreach (var queue in queues) + + foreach (var queue in VisibleQueues) { string[] tabKeys = { "normal", "ready", "selected" }; var producing = queue.CurrentItem(); @@ -500,23 +497,23 @@ namespace OpenRA.Mods.RA.Widgets void TabChange(bool shift) { - int size = visibleTabs.Count(); + int size = VisibleQueues.Count(); if (size > 0) { - int current = visibleTabs.IndexOf(CurrentQueue); + int current = VisibleQueues.IndexOf(CurrentQueue); if (!shift) { if (current + 1 >= size) - SetCurrentTab(visibleTabs.FirstOrDefault()); + SetCurrentTab(VisibleQueues.FirstOrDefault()); else - SetCurrentTab(visibleTabs[current + 1]); + SetCurrentTab(VisibleQueues[current + 1]); } else { if (current - 1 < 0) - SetCurrentTab(visibleTabs.LastOrDefault()); + SetCurrentTab(VisibleQueues.LastOrDefault()); else - SetCurrentTab(visibleTabs[current - 1]); + SetCurrentTab(VisibleQueues[current - 1]); } } }