Fix some spellings.
This commit is contained in:
@@ -69,10 +69,10 @@ namespace OpenRA.Mods.Common.Traits
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readonly Actor self;
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// A list of things we could possibly build
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readonly Dictionary<ActorInfo, ProductionState> produceable = new Dictionary<ActorInfo, ProductionState>();
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readonly Dictionary<ActorInfo, ProductionState> producible = new Dictionary<ActorInfo, ProductionState>();
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readonly List<ProductionItem> queue = new List<ProductionItem>();
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readonly IEnumerable<ActorInfo> allProduceables;
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readonly IEnumerable<ActorInfo> buildableProduceables;
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readonly IEnumerable<ActorInfo> allProducibles;
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readonly IEnumerable<ActorInfo> buildableProducibles;
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// Will change if the owner changes
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PowerManager playerPower;
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@@ -102,9 +102,9 @@ namespace OpenRA.Mods.Common.Traits
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Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
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CacheProduceables(playerActor);
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allProduceables = produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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buildableProduceables = produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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CacheProducibles(playerActor);
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allProducibles = producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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buildableProducibles = producible.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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void ClearQueue()
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@@ -131,9 +131,9 @@ namespace OpenRA.Mods.Common.Traits
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Enabled = !Info.Factions.Any() || Info.Factions.Contains(Faction);
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}
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// Regenerate the produceables and tech tree state
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// Regenerate the producibles and tech tree state
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oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
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CacheProduceables(newOwner.PlayerActor);
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CacheProducibles(newOwner.PlayerActor);
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newOwner.PlayerActor.Trait<TechTree>().Update();
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}
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@@ -145,9 +145,9 @@ namespace OpenRA.Mods.Common.Traits
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public void OnTransform(Actor self) { }
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public void AfterTransform(Actor self) { }
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void CacheProduceables(Actor playerActor)
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void CacheProducibles(Actor playerActor)
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{
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produceable.Clear();
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producible.Clear();
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if (!Enabled)
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return;
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@@ -157,7 +157,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var bi = a.TraitInfo<BuildableInfo>();
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produceable.Add(a, new ProductionState());
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producible.Add(a, new ProductionState());
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ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
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}
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}
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@@ -173,22 +173,22 @@ namespace OpenRA.Mods.Common.Traits
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public void PrerequisitesAvailable(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Buildable = true;
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producible[self.World.Map.Rules.Actors[key]].Buildable = true;
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}
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public void PrerequisitesUnavailable(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Buildable = false;
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producible[self.World.Map.Rules.Actors[key]].Buildable = false;
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}
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public void PrerequisitesItemHidden(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Visible = false;
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producible[self.World.Map.Rules.Actors[key]].Visible = false;
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}
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public void PrerequisitesItemVisible(string key)
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{
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produceable[self.World.Map.Rules.Actors[key]].Visible = true;
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producible[self.World.Map.Rules.Actors[key]].Visible = true;
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}
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public ProductionItem CurrentItem()
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@@ -204,9 +204,9 @@ namespace OpenRA.Mods.Common.Traits
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public virtual IEnumerable<ActorInfo> AllItems()
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{
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Keys;
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return producible.Keys;
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return allProduceables;
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return allProducibles;
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}
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public virtual IEnumerable<ActorInfo> BuildableItems()
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@@ -214,15 +214,15 @@ namespace OpenRA.Mods.Common.Traits
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if (!Enabled)
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return Enumerable.Empty<ActorInfo>();
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Keys;
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return producible.Keys;
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return buildableProduceables;
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return buildableProducibles;
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}
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public bool CanBuild(ActorInfo actor)
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{
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ProductionState ps;
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if (!produceable.TryGetValue(actor, out ps))
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if (!producible.TryGetValue(actor, out ps))
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return false;
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return ps.Buildable || (self.World.AllowDevCommands && developerMode.AllTech);
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@@ -368,7 +368,7 @@ namespace OpenRA.Mods.Common.Traits
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// Returns false if the unit can't be built
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protected virtual bool BuildUnit(string name)
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{
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// Cannot produce if i'm dead
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// Cannot produce if I'm dead
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if (!self.IsInWorld || self.IsDead)
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{
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CancelProduction(name, 1);
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