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.
@@ -227,15 +239,9 @@ 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;
}
// 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))
@@ -259,6 +265,14 @@ namespace OpenRA.Traits
}
}
}
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();
}
}
}
public class ProductionState

View File

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Widgets
public int Rows = 5;
ProductionQueue CurrentQueue = null;
List<ProductionQueue> visibleTabs = new List<ProductionQueue>();
List<ProductionQueue> VisibleQueues = new List<ProductionQueue>();
bool paletteOpen = false;
Dictionary<string, Sprite> 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<ProductionQueue>()
.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);
@@ -386,11 +387,7 @@ namespace OpenRA.Mods.RA.Widgets
tabs.Clear();
var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
.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]);
}
}
}