Allow ProductionQueue to filter by race.
This commit is contained in:
@@ -41,10 +41,10 @@ namespace OpenRA.Mods.Cnc.Widgets
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// Find an actor with a queue
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var producer = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld
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&& a.World.LocalPlayer == a.Owner
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&& a.HasTrait<ProductionQueue>());
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&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
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if (producer != null)
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tabsWidget.Value.CurrentQueue = producer.TraitsImplementing<ProductionQueue>().First();
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tabsWidget.Value.CurrentQueue = producer.TraitsImplementing<ProductionQueue>().First(q => q.Enabled);
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}
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}
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}
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@@ -196,7 +196,7 @@ namespace OpenRA.Mods.Cnc.Widgets
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if (a.HasTrait<ProductionQueue>())
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{
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var allQueues = a.World.ActorsWithTrait<ProductionQueue>()
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.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld)
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.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld && p.Trait.Enabled)
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.Select(p => p.Trait).ToArray();
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foreach (var g in Groups.Values)
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@@ -68,12 +68,12 @@ namespace OpenRA.Mods.RA.Render
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var production = self.TraitOrDefault<Production>();
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var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
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queue = perBuildingQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
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queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
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if (queue == null)
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{
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var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
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queue = perPlayerQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
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queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Info.Produces.Contains(q.Info.Type));
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}
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if (queue == null)
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@@ -809,7 +809,7 @@ namespace OpenRA.Mods.RA.AI
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internal IEnumerable<ProductionQueue> FindQueues(string category)
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{
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return world.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category)
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.Where(a => a.Actor.Owner == p && a.Trait.Info.Type == category && a.Trait.Enabled)
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.Select(a => a.Trait);
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}
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@@ -30,6 +30,12 @@ namespace OpenRA.Mods.RA
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[Desc("Filter buildable items based on their Owner.")]
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public readonly bool RequireOwner = true;
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[Desc("Only enable this queue for certain factions")]
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public readonly string[] Race = { };
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("This value is used to translate the unit cost into build time.")]
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public readonly float BuildSpeed = 0.4f;
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@@ -64,11 +70,11 @@ namespace OpenRA.Mods.RA
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{
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public readonly ProductionQueueInfo Info;
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readonly Actor self;
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readonly string race;
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// Can change if the actor is captured
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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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string race;
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// A list of things we could possibly build
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Dictionary<ActorInfo, ProductionState> produceable;
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@@ -83,6 +89,7 @@ namespace OpenRA.Mods.RA
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[Sync] public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : queue[0].Slowdown; } }
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[Sync] public bool CurrentPaused { get { return QueueLength != 0 && queue[0].Paused; } }
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[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
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[Sync] public bool Enabled { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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{
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@@ -91,7 +98,9 @@ namespace OpenRA.Mods.RA
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playerResources = playerActor.Trait<PlayerResources>();
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playerPower = playerActor.Trait<PowerManager>();
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race = self.Owner.Country.Race;
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race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : self.Owner.Country.Race;
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Enabled = !info.Race.Any() || info.Race.Contains(race);
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CacheProduceables(playerActor);
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}
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@@ -111,6 +120,12 @@ namespace OpenRA.Mods.RA
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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ClearQueue();
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if (!Info.Sticky)
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{
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race = self.Owner.Country.Race;
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Enabled = !Info.Race.Any() || Info.Race.Contains(race);
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}
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// Regenerate the produceables 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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@@ -125,6 +140,9 @@ namespace OpenRA.Mods.RA
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void CacheProduceables(Actor playerActor)
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{
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produceable = new Dictionary<ActorInfo, ProductionState>();
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if (!Enabled)
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return;
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var ttc = playerActor.Trait<TechTree>();
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foreach (var a in AllBuildables(Info.Type))
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@@ -216,6 +234,9 @@ namespace OpenRA.Mods.RA
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public void ResolveOrder(Actor self, Order order)
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{
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if (!Enabled)
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return;
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switch (order.OrderString)
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{
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case "StartProduction":
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@@ -44,6 +44,7 @@ namespace OpenRA.Mods.RA
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var type = info.ProductionType ?? self.Trait<Production>().Info.Produces.First();
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one queue.
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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@@ -414,7 +414,8 @@ namespace OpenRA.Mods.RA.Scripting
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if (bi == null)
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return;
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var queue = factory.TraitOrDefault<ProductionQueue>();
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var queue = factory.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.Enabled);
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if (queue != null)
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queue.ResolveOrder(factory, Order.StartProduction(factory, unit, (int)amount));
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@@ -434,7 +435,8 @@ namespace OpenRA.Mods.RA.Scripting
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[LuaGlobal]
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public bool PerFactoryQueueIsBusy(Actor factory)
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{
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var queue = factory.TraitOrDefault<ProductionQueue>();
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var queue = factory.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.Enabled);
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if (queue == null)
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return true;
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@@ -36,12 +36,12 @@ namespace OpenRA.Mods.RA
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return;
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// Queue-per-structure
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var perqueue = world.Selection.Actors.FirstOrDefault(
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a => a.IsInWorld && a.World.LocalPlayer == a.Owner && a.HasTrait<ProductionQueue>());
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var perqueue = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld && a.World.LocalPlayer == a.Owner
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&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
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if (perqueue != null)
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{
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palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First());
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palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First(q => q.Enabled));
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return;
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}
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.RA
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return;
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palette.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(t => types.Contains(t.Info.Type)));
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.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type)));
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}
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}
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}
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