Favour newer buildings over older buildings when a unit can appear from multiple buildings after being built
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@@ -11,23 +11,23 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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{
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{
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[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.",
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[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
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public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
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{
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{
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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public readonly bool SpeedUp = false;
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public readonly bool SpeedUp = false;
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[Desc("Every time another production building of the same queue is",
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[Desc("Every time another production building of the same queue is",
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"contructed, the build times of all actors in the queue",
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"contructed, the build times of all actors in the queue",
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"decreased by a percentage of the original time.")]
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"decreased by a percentage of the original time.")]
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public readonly int[] BuildTimeSpeedReduction = {100,85,75,65,60,55,50};
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public readonly int[] BuildTimeSpeedReduction = { 100, 85, 75, 65, 60, 55, 50 };
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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}
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}
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@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA
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[Sync] bool isActive = false;
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[Sync] bool isActive = false;
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public override void Tick( Actor self )
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public override void Tick(Actor self)
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{
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{
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isActive = self.World.ActorsWithTrait<Production>()
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isActive = self.World.ActorsWithTrait<Production>()
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.Any(x => x.Actor.Owner == self.Owner
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.Any(x => x.Actor.Owner == self.Owner
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@@ -64,23 +64,24 @@ namespace OpenRA.Mods.RA
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return isActive ? base.BuildableItems() : None;
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return isActive ? base.BuildableItems() : None;
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}
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}
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protected override bool BuildUnit( string name )
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protected override bool BuildUnit(string name)
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{
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{
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// Find a production structure to build this actor
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// Find a production structure to build this actor
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var producers = self.World.ActorsWithTrait<Production>()
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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.Where(x => x.Actor.Owner == self.Owner
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&& x.Trait.Info.Produces.Contains(Info.Type))
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&& x.Trait.Info.Produces.Contains(Info.Type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ); // prioritize the primary.
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID);
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if (!producers.Any())
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if (!producers.Any())
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{
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{
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CancelProduction(name,1);
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CancelProduction(name, 1);
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return true;
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return true;
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}
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}
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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{
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if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
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if (p.Trait.Produce(p.Actor, Rules.Info[name]))
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{
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{
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FinishProduction();
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FinishProduction();
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return true;
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return true;
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@@ -92,13 +93,13 @@ namespace OpenRA.Mods.RA
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public override int GetBuildTime(String unitString)
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public override int GetBuildTime(String unitString)
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{
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{
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var unit = Rules.Info[unitString];
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var unit = Rules.Info[unitString];
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if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
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if (unit == null || !unit.Traits.Contains<BuildableInfo>())
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return 0;
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return 0;
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if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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return 0;
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var time = (int) (unit.GetBuildTime() * Info.BuildSpeedModifier);
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeedModifier);
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if (Info.SpeedUp)
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if (Info.SpeedUp)
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{
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{
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