Add Buildable.BuildAtProduction.
This allows actors to be restricted to specific production structures.
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@@ -27,6 +27,9 @@ namespace OpenRA.Mods.RA
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[Desc("Production queue(s) that can produce this.")]
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public readonly string[] Queue = { };
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[Desc("Override the production structure type (from the Production Produces list) that this unit should be built at.")]
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public readonly string BuildAtProductionType = null;
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[Desc("Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable.")]
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public readonly int BuildLimit = 0;
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@@ -76,9 +76,15 @@ namespace OpenRA.Mods.RA
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protected override bool BuildUnit(string name)
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{
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// Find a production structure to build this actor
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var info = self.World.Map.Rules.Actors[name];
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var bi = info.Traits.GetOrDefault<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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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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&& x.Trait.Info.Produces.Contains(Info.Type))
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&& x.Trait.Info.Produces.Contains(type))
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
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.ThenByDescending(x => x.Actor.ActorID);
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@@ -90,7 +96,7 @@ namespace OpenRA.Mods.RA
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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if (p.Trait.Produce(p.Actor, self.World.Map.Rules.Actors[name], Race))
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if (p.Trait.Produce(p.Actor, info, Race))
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{
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FinishProduction();
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return true;
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@@ -74,7 +74,7 @@ namespace OpenRA.Mods.RA
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// Will change if the owner changes
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PowerManager playerPower;
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PlayerResources playerResources;
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DeveloperMode developerMode;
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protected DeveloperMode developerMode;
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// A list of things we could possibly build
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Dictionary<ActorInfo, ProductionState> produceable;
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