Favour newer buildings over older buildings when a unit can appear from multiple buildings after being built

This commit is contained in:
ScottNZ
2013-06-24 09:16:35 +12:00
parent b93e9a5945
commit 9f1d9e153a

View File

@@ -11,9 +11,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA
[Desc("Every time another production building of the same queue is",
"contructed, the build times of all actors in the queue",
"decreased by a percentage of the original time.")]
public readonly int[] BuildTimeSpeedReduction = {100,85,75,65,60,55,50};
public readonly int[] BuildTimeSpeedReduction = { 100, 85, 75, 65, 60, 55, 50 };
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
}
@@ -44,7 +44,7 @@ namespace OpenRA.Mods.RA
[Sync] bool isActive = false;
public override void Tick( Actor self )
public override void Tick(Actor self)
{
isActive = self.World.ActorsWithTrait<Production>()
.Any(x => x.Actor.Owner == self.Owner
@@ -64,23 +64,24 @@ namespace OpenRA.Mods.RA
return isActive ? base.BuildableItems() : None;
}
protected override bool BuildUnit( string name )
protected override bool BuildUnit(string name)
{
// Find a production structure to build this actor
var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ); // prioritize the primary.
.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
.ThenByDescending(x => x.Actor.ActorID);
if (!producers.Any())
{
CancelProduction(name,1);
CancelProduction(name, 1);
return true;
}
foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
{
if (p.Trait.Produce(p.Actor, Rules.Info[ name ]))
if (p.Trait.Produce(p.Actor, Rules.Info[name]))
{
FinishProduction();
return true;
@@ -92,13 +93,13 @@ namespace OpenRA.Mods.RA
public override int GetBuildTime(String unitString)
{
var unit = Rules.Info[unitString];
if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
if (unit == null || !unit.Traits.Contains<BuildableInfo>())
return 0;
if (self.World.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = (int) (unit.GetBuildTime() * Info.BuildSpeedModifier);
var time = (int)(unit.GetBuildTime() * Info.BuildSpeedModifier);
if (Info.SpeedUp)
{