Allow ProductionQueue to filter by race.

This commit is contained in:
Paul Chote
2014-06-21 19:33:39 +12:00
parent d9e0559c7a
commit ca082e3cec
8 changed files with 39 additions and 15 deletions

View File

@@ -41,10 +41,10 @@ namespace OpenRA.Mods.Cnc.Widgets
// Find an actor with a queue
var producer = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld
&& a.World.LocalPlayer == a.Owner
&& a.HasTrait<ProductionQueue>());
&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
if (producer != null)
tabsWidget.Value.CurrentQueue = producer.TraitsImplementing<ProductionQueue>().First();
tabsWidget.Value.CurrentQueue = producer.TraitsImplementing<ProductionQueue>().First(q => q.Enabled);
}
}
}

View File

@@ -196,7 +196,7 @@ namespace OpenRA.Mods.Cnc.Widgets
if (a.HasTrait<ProductionQueue>())
{
var allQueues = a.World.ActorsWithTrait<ProductionQueue>()
.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld)
.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld && p.Trait.Enabled)
.Select(p => p.Trait).ToArray();
foreach (var g in Groups.Values)

View File

@@ -68,12 +68,12 @@ namespace OpenRA.Mods.RA.Render
var production = self.TraitOrDefault<Production>();
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
queue = perBuildingQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
if (queue == null)
{
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
queue = perPlayerQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
}
if (queue == null)

View File

@@ -809,7 +809,7 @@ namespace OpenRA.Mods.RA.AI
internal IEnumerable<ProductionQueue> FindQueues(string category)
{
return world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category)
.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category && a.Trait.Enabled)
.Select(a => a.Trait);
}

View File

@@ -30,6 +30,12 @@ namespace OpenRA.Mods.RA
[Desc("Filter buildable items based on their Owner.")]
public readonly bool RequireOwner = true;
[Desc("Only enable this queue for certain factions")]
public readonly string[] Race = { };
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("This value is used to translate the unit cost into build time.")]
public readonly float BuildSpeed = 0.4f;
@@ -64,11 +70,11 @@ namespace OpenRA.Mods.RA
{
public readonly ProductionQueueInfo Info;
readonly Actor self;
readonly string race;
// Can change if the actor is captured
// Will change if the owner changes
PowerManager playerPower;
PlayerResources playerResources;
string race;
// A list of things we could possibly build
Dictionary<ActorInfo, ProductionState> produceable;
@@ -83,6 +89,7 @@ namespace OpenRA.Mods.RA
[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
[Sync] public bool Enabled { get; private set; }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
{
@@ -91,7 +98,9 @@ namespace OpenRA.Mods.RA
playerResources = playerActor.Trait<PlayerResources>();
playerPower = playerActor.Trait<PowerManager>();
race = self.Owner.Country.Race;
race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : self.Owner.Country.Race;
Enabled = !info.Race.Any() || info.Race.Contains(race);
CacheProduceables(playerActor);
}
@@ -111,6 +120,12 @@ namespace OpenRA.Mods.RA
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
ClearQueue();
if (!Info.Sticky)
{
race = self.Owner.Country.Race;
Enabled = !Info.Race.Any() || Info.Race.Contains(race);
}
// Regenerate the produceables and tech tree state
oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
CacheProduceables(newOwner.PlayerActor);
@@ -125,6 +140,9 @@ namespace OpenRA.Mods.RA
void CacheProduceables(Actor playerActor)
{
produceable = new Dictionary<ActorInfo, ProductionState>();
if (!Enabled)
return;
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
@@ -216,6 +234,9 @@ namespace OpenRA.Mods.RA
public void ResolveOrder(Actor self, Order order)
{
if (!Enabled)
return;
switch (order.OrderString)
{
case "StartProduction":

View File

@@ -44,6 +44,7 @@ namespace OpenRA.Mods.RA
var type = info.ProductionType ?? self.Trait<Production>().Info.Produces.First();
// Per-actor queue
// Note: this includes disabled queues, as each bar must bind to exactly one queue.
queue = self.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => type == null || type == q.Info.Type);

View File

@@ -414,7 +414,8 @@ namespace OpenRA.Mods.RA.Scripting
if (bi == null)
return;
var queue = factory.TraitOrDefault<ProductionQueue>();
var queue = factory.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.Enabled);
if (queue != null)
queue.ResolveOrder(factory, Order.StartProduction(factory, unit, (int)amount));
@@ -434,7 +435,8 @@ namespace OpenRA.Mods.RA.Scripting
[LuaGlobal]
public bool PerFactoryQueueIsBusy(Actor factory)
{
var queue = factory.TraitOrDefault<ProductionQueue>();
var queue = factory.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.Enabled);
if (queue == null)
return true;

View File

@@ -36,12 +36,12 @@ namespace OpenRA.Mods.RA
return;
// Queue-per-structure
var perqueue = world.Selection.Actors.FirstOrDefault(
a => a.IsInWorld && a.World.LocalPlayer == a.Owner && a.HasTrait<ProductionQueue>());
var perqueue = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld && a.World.LocalPlayer == a.Owner
&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
if (perqueue != null)
{
palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First());
palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First(q => q.Enabled));
return;
}
@@ -55,7 +55,7 @@ namespace OpenRA.Mods.RA
return;
palette.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(t => types.Contains(t.Info.Type)));
.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type)));
}
}
}