Fix ra queue visibility

This commit is contained in:
Paul Chote
2010-08-28 01:29:23 +12:00
parent b2f535d2e0
commit 9de22add08
2 changed files with 52 additions and 41 deletions

View File

@@ -50,7 +50,6 @@ namespace OpenRA.Traits
foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
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<ActorInfo> AllItems()
{
if (!QueueActive)
return None;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
return Produceable.Select(a => a.Key);
@@ -99,6 +102,9 @@ namespace OpenRA.Traits
public IEnumerable<ActorInfo> BuildableItems()
{
if (!QueueActive)
return None;
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().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<Production>()
.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<PlayerResources>().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<Production>().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<Production>()
.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<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
FinishProduction();
}
}
}