Allow actors to exist in multiple building queues.

This commit is contained in:
Paul Chote
2013-07-12 21:52:09 +12:00
parent d43acfe94b
commit c5089db19c
5 changed files with 11 additions and 9 deletions

View File

@@ -17,7 +17,7 @@ namespace OpenRA.Mods.RA
public readonly string[] Prerequisites = { };
public readonly string[] Owner = { };
public readonly string Queue;
public readonly string[] Queue = { };
public readonly int BuildLimit = 0;
// TODO: UI fluff; doesn't belong here

View File

@@ -105,9 +105,10 @@ namespace OpenRA.Mods.RA
if (Info.SpeedUp)
{
var queues = unit.Traits.Get<BuildableInfo>().Queue;
var selfsameBuildings = self.World.ActorsWithTrait<Production>()
.Where(p => p.Trait.Info.Produces.Contains(unit.Traits.Get<BuildableInfo>().Queue))
.Where(p => p.Actor.Owner == self.Owner).ToArray();
.Where(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Intersect(queues).Any())
.ToArray();
var speedModifier = selfsameBuildings.Count().Clamp(1, Info.BuildTimeSpeedReduction.Length) - 1;
time = (time * Info.BuildTimeSpeedReduction[speedModifier]) / 100;

View File

@@ -106,7 +106,7 @@ namespace OpenRA.Mods.RA
var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(bi.Queue))
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Intersect(bi.Queue).Any())
.ToList();
var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
.FirstOrDefault();

View File

@@ -136,9 +136,10 @@ namespace OpenRA.Mods.RA
IEnumerable<ActorInfo> AllBuildables(string category)
{
return self.World.Map.Rules.Actors.Values
.Where( x => x.Name[ 0 ] != '^' )
.Where( x => x.Traits.Contains<BuildableInfo>() )
.Where( x => x.Traits.Get<BuildableInfo>().Queue == category );
.Where(x =>
x.Name[ 0 ] != '^' &&
x.Traits.Contains<BuildableInfo>() &&
x.Traits.Get<BuildableInfo>().Queue.Contains(category));
}
public void OverrideProduction(ActorInfo type, bool buildable)
@@ -221,7 +222,7 @@ namespace OpenRA.Mods.RA
{
var unit = self.World.Map.Rules.Actors[order.TargetString];
var bi = unit.Traits.Get<BuildableInfo>();
if (bi.Queue != Info.Type)
if (!bi.Queue.Contains(Info.Type))
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;

View File

@@ -393,7 +393,7 @@ namespace OpenRA.Mods.RA.Scripting
if (bi == null)
return null;
return GetSharedQueueForCategory(player, bi.Queue);
return bi.Queue.Select(q => GetSharedQueueForCategory(player, q)).FirstOrDefault();
}
[LuaGlobal]