Rules.NewUnitInfo rename -> ActorInfo
This commit is contained in:
@@ -32,7 +32,7 @@ namespace OpenRa
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if (name != null)
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{
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Info = Rules.NewUnitInfo[name.ToLowerInvariant()];
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Info = Rules.ActorInfo[name.ToLowerInvariant()];
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Health = this.GetMaxHP();
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foreach (var trait in Info.Traits.WithInterface<ITraitInfo>())
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@@ -111,7 +111,7 @@ namespace OpenRa
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panelSprites = Graphics.Util.MakeArray(8,
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n => SequenceProvider.GetImageFromCollection(renderer, "panel", n.ToString()));
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tabSprites = Rules.NewUnitInfo.Values
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tabSprites = Rules.ActorInfo.Values
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.Where(u => u.Traits.Contains<BuildableInfo>())
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.ToDictionary(
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u => u.Name,
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@@ -122,7 +122,7 @@ namespace OpenRa
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u => u.Key,
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u => SpriteSheetBuilder.LoadAllSprites(u.Value.Image)[0]);
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var groups = Rules.NewUnitInfo.Values.Select( x => x.Category ).Distinct().Where( g => g != null ).ToList();
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var groups = Rules.ActorInfo.Values.Select( x => x.Category ).Distinct().Where( g => g != null ).ToList();
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tabImageNames = groups.Select(
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(g, i) => Pair.New(g,
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@@ -746,7 +746,7 @@ namespace OpenRa
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void StartProduction( string item )
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{
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var unit = Rules.NewUnitInfo[item];
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var unit = Rules.ActorInfo[item];
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Sound.Play(unit.Traits.Contains<BuildingInfo>() ? "abldgin1.aud" : "train1.aud");
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Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item));
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}
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@@ -754,7 +754,7 @@ namespace OpenRa
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void HandleBuildPalette(string item, bool isLmb)
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{
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var player = Game.LocalPlayer;
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var unit = Rules.NewUnitInfo[item];
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var unit = Rules.ActorInfo[item];
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
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@@ -839,7 +839,7 @@ namespace OpenRa
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rgbaRenderer.DrawSprite(tooltipSprite, p, PaletteType.Chrome);
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rgbaRenderer.Flush();
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var info = Rules.NewUnitInfo[unit];
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var info = Rules.ActorInfo[unit];
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var buildable = info.Traits.Get<BuildableInfo>();
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renderer.DrawText2(buildable.Description, p.ToInt2() + new int2(5,5), Color.White);
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@@ -876,7 +876,7 @@ namespace OpenRa
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if( a[ 0 ] == '@' )
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return "any " + a.Substring( 1 );
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else
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return Rules.NewUnitInfo[ a.ToLowerInvariant() ].Traits.Get<BuildableInfo>().Description;
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return Rules.ActorInfo[ a.ToLowerInvariant() ].Traits.Get<BuildableInfo>().Description;
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}
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void DrawSupportPowers()
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@@ -22,7 +22,7 @@ namespace OpenRa
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public static Map Map;
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public static TileSet TileSet;
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public static Dictionary<string, ActorInfo> NewUnitInfo;
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public static Dictionary<string, ActorInfo> ActorInfo;
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public static void LoadRules(string mapFileName, bool useAftermath)
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{
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@@ -70,9 +70,9 @@ namespace OpenRa
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yamlRules = MiniYaml.Merge( MiniYaml.FromFile( "[mod]Separate buildqueue for defense.yaml" ), yamlRules );
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NewUnitInfo = new Dictionary<string, ActorInfo>();
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ActorInfo = new Dictionary<string, ActorInfo>();
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foreach( var kv in yamlRules )
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NewUnitInfo.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
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ActorInfo.Add(kv.Key.ToLowerInvariant(), new ActorInfo(kv.Key.ToLowerInvariant(), kv.Value, yamlRules));
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TechTree = new TechTree();
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Map = new Map( AllRules );
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@@ -11,7 +11,7 @@ namespace OpenRa.GameRules
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public TechTree()
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{
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foreach( var info in Rules.NewUnitInfo.Values )
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foreach( var info in Rules.ActorInfo.Values )
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{
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var pi = info.Traits.GetOrDefault<ProductionInfo>();
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if (pi != null)
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@@ -62,7 +62,7 @@ namespace OpenRa.GameRules
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public IEnumerable<ActorInfo> AllBuildables(Player player, params string[] categories)
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{
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return Rules.NewUnitInfo.Values
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return Rules.ActorInfo.Values
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.Where( x => x.Name[ 0 ] != '^' )
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.Where( x => categories.Contains( x.Category ) )
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.Where( x => x.Traits.Contains<BuildableInfo>() );
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@@ -72,7 +72,7 @@ namespace OpenRa.GameRules
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{
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var builtAt = info.Traits.Get<BuildableInfo>().BuiltAt;
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if( builtAt.Length != 0 )
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return builtAt.Select( x => Rules.NewUnitInfo[ x.ToLowerInvariant() ] );
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return builtAt.Select( x => Rules.ActorInfo[ x.ToLowerInvariant() ] );
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else
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return producesIndex[ info.Category ];
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}
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@@ -8,7 +8,7 @@ namespace OpenRa.Orders
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{
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readonly Actor Producer;
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readonly string Building;
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BuildingInfo BuildingInfo { get { return Rules.NewUnitInfo[ Building ].Traits.Get<BuildingInfo>(); } }
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BuildingInfo BuildingInfo { get { return Rules.ActorInfo[ Building ].Traits.Get<BuildingInfo>(); } }
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public PlaceBuildingOrderGenerator(Actor producer, string name)
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{
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@@ -41,7 +41,7 @@ namespace OpenRa.Orders
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public void Tick()
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{
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var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.NewUnitInfo[ Building ].Category );
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var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.ActorInfo[ Building ].Category );
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if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
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Game.controller.CancelInputMode();
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}
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@@ -69,7 +69,7 @@ namespace OpenRa.Orders
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else
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return Cursor.MoveBlocked;
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case "DeployMcv":
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var factBuildingInfo = Rules.NewUnitInfo["fact"].Traits.Get<BuildingInfo>();
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var factBuildingInfo = Rules.ActorInfo["fact"].Traits.Get<BuildingInfo>();
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if (Game.CanPlaceBuilding("fact", factBuildingInfo, a.Location - new int2(1, 1), a, false))
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return Cursor.Deploy;
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else
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@@ -17,7 +17,7 @@ namespace OpenRa.Orders
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Game.world.AddFrameEndTask( _ =>
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{
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var queue = order.Player.PlayerActor.traits.Get<ProductionQueue>();
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var unit = Rules.NewUnitInfo[ order.TargetString ];
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var unit = Rules.ActorInfo[ order.TargetString ];
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var producing = queue.CurrentItem(unit.Category);
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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@@ -50,7 +50,7 @@ namespace OpenRa
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var buildings = Rules.TechTree.GatherBuildings(Owner);
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var effectivePrereq = Info.Prerequisite
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.Select( a => a.ToLowerInvariant() )
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.Where( a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().Owner.Contains( Owner.Race ));
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.Where( a => Rules.ActorInfo[a].Traits.Get<BuildableInfo>().Owner.Contains( Owner.Race ));
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IsAvailable = Info.TechLevel > -1
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&& effectivePrereq.Any()
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@@ -24,7 +24,7 @@ namespace OpenRa.Traits
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{
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if( order.OrderString == "DeployMcv" )
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{
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var factBuildingInfo = Rules.NewUnitInfo[ "fact" ].Traits.Get<BuildingInfo>();
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var factBuildingInfo = Rules.ActorInfo[ "fact" ].Traits.Get<BuildingInfo>();
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if( Game.CanPlaceBuilding( "fact", factBuildingInfo, self.Location - new int2( 1, 1 ), self, false ) )
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{
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self.CancelActivity();
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@@ -33,7 +33,7 @@ namespace OpenRa.Traits
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{
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case "StartProduction":
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{
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var unit = Rules.NewUnitInfo[ order.TargetString ];
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var unit = Rules.ActorInfo[ order.TargetString ];
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var ui = unit.Traits.Get<BuildableInfo>();
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var time = ui.Cost
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* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
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@@ -65,7 +65,7 @@ namespace OpenRa.Traits
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}
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case "PauseProduction":
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{
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var producing = CurrentItem( Rules.NewUnitInfo[ order.TargetString ].Category );
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var producing = CurrentItem( Rules.ActorInfo[ order.TargetString ].Category );
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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@@ -95,7 +95,7 @@ namespace OpenRa.Traits
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public void CancelProduction( string itemName )
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{
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var category = Rules.NewUnitInfo[itemName].Category;
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var category = Rules.ActorInfo[itemName].Category;
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var queue = production[ category ];
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if (queue.Count == 0) return;
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@@ -126,7 +126,7 @@ namespace OpenRa.Traits
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public void BuildUnit( string name )
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{
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var newUnitType = Rules.NewUnitInfo[ name ];
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var newUnitType = Rules.ActorInfo[ name ];
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var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
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Actor producer = null;
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