Renormalize line endings and fix copyright headers again.

This commit is contained in:
Paul Chote
2011-04-07 21:15:42 +12:00
parent 1a49b46af1
commit b0425aff3b
144 changed files with 8076 additions and 7746 deletions

View File

@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA
public readonly Actor self;
public ProductionQueueInfo Info;
PowerManager PlayerPower;
PlayerResources PlayerResources;
PlayerResources PlayerResources;
string Race;
// A list of things we are currently building
@@ -55,7 +55,7 @@ namespace OpenRA.Mods.RA
[Sync]
public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
// A list of things we could possibly build, even if our race doesn't normally get it
// A list of things we could possibly build, even if our race doesn't normally get it
public Dictionary<ActorInfo, ProductionState> Produceable;
public ProductionQueue( Actor self, Actor playerActor, ProductionQueueInfo info )
@@ -65,7 +65,7 @@ namespace OpenRA.Mods.RA
PlayerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country.Race;
Race = self.Owner.Country.Race;
Produceable = InitTech(playerActor);
}
@@ -75,26 +75,26 @@ namespace OpenRA.Mods.RA
PlayerResources = newOwner.PlayerActor.Trait<PlayerResources>();
Queue.Clear();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
Produceable = InitTech(self.Owner.PlayerActor);
}
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
{
var tech = new Dictionary<ActorInfo, ProductionState>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prereqs?
var buildable = bi.Owner.Contains(Race);
tech.Add(a, new ProductionState() { Visible = buildable && !bi.Hidden });
if (buildable)
ttc.Add(a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this);
}
return tech;
}
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
{
var tech = new Dictionary<ActorInfo, ProductionState>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.Traits.Get<BuildableInfo>();
// Can our race build this by satisfying normal prereqs?
var buildable = bi.Owner.Contains(Race);
tech.Add(a, new ProductionState() { Visible = buildable && !bi.Hidden });
if (buildable)
ttc.Add(a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this);
}
return tech;
}
IEnumerable<ActorInfo> AllBuildables(string category)