Set actor race (and icons) based on active producer.

This commit is contained in:
Paul Chote
2015-02-11 23:37:56 +00:00
parent 44159ecdd6
commit d1ed1bf0fb
7 changed files with 55 additions and 43 deletions

View File

@@ -74,6 +74,16 @@ namespace OpenRA.Mods.Common.Traits
return isActive ? base.BuildableItems() : NoItems;
}
public override TraitPair<Production> MostLikelyProducer()
{
return self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Trait.Info.Produces.Contains(Info.Type))
.OrderByDescending(x => x.Actor.IsPrimaryBuilding())
.ThenByDescending(x => x.Actor.ActorID)
.FirstOrDefault();
}
protected override bool BuildUnit(string name)
{
// Find a production structure to build this actor
@@ -97,7 +107,7 @@ namespace OpenRA.Mods.Common.Traits
foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
{
if (p.Trait.Produce(p.Actor, ai, Race))
if (p.Trait.Produce(p.Actor, ai, p.Trait.Race))
{
FinishProduction();
return true;

View File

@@ -38,6 +38,8 @@ namespace OpenRA.Mods.Common.Traits
if (queue == null)
return;
var producer = queue.MostLikelyProducer();
var race = producer.Trait != null ? producer.Trait.Race : self.Owner.Country.Race;
var buildingInfo = unit.Traits.Get<BuildingInfo>();
if (order.OrderString == "LineBuild")
@@ -49,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits
{
new LocationInit(t),
new OwnerInit(order.Player),
new RaceInit(queue.Race)
new RaceInit(race)
});
if (playSounds)
@@ -69,14 +71,16 @@ namespace OpenRA.Mods.Common.Traits
{
new LocationInit(order.TargetLocation),
new OwnerInit(order.Player),
new RaceInit(queue.Race),
new RaceInit(race),
});
foreach (var s in buildingInfo.BuildSounds)
Sound.PlayToPlayer(order.Player, s, building.CenterPosition);
}
PlayBuildAnim(self, unit);
if (producer.Actor != null)
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
queue.FinishProduction();
@@ -84,9 +88,9 @@ namespace OpenRA.Mods.Common.Traits
{
// May be null if the build anywhere cheat is active
// BuildingInfo.IsCloseEnoughToBase has already verified that this is a valid build location
var producer = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
if (producer != null)
producer.Trait<BaseProvider>().BeginCooldown();
var provider = buildingInfo.FindBaseProvider(w, self.Owner, order.TargetLocation);
if (provider != null)
provider.Trait<BaseProvider>().BeginCooldown();
}
if (GetNumBuildables(self.Owner) > prevItems)
@@ -96,30 +100,11 @@ namespace OpenRA.Mods.Common.Traits
}
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim(Actor self, ActorInfo unit)
{
var bi = unit.Traits.GetOrDefault<BuildableInfo>();
if (bi == null)
return;
var producers = self.World.ActorsWithTrait<Production>()
.Where(x => x.Actor.Owner == self.Owner
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Intersect(bi.Queue).Any())
.ToList();
var producer = producers.Where(x => x.Actor.IsPrimaryBuilding()).Concat(producers)
.FirstOrDefault();
if (producer.Actor == null)
return;
foreach (var nbp in producer.Actor.TraitsImplementing<INotifyBuildingPlaced>())
nbp.BuildingPlaced(producer.Actor);
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
// This only matters for local players.
if (p != p.World.LocalPlayer)
return 0;
return p.World.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == p)

View File

@@ -79,7 +79,6 @@ namespace OpenRA.Mods.Common.Traits
Dictionary<ActorInfo, ProductionState> produceable;
List<ProductionItem> queue = new List<ProductionItem>();
// A list of things we are currently building
public Actor Actor { get { return self; } }
[Sync] public int QueueLength { get { return queue.Count; } }
@@ -361,6 +360,13 @@ namespace OpenRA.Mods.Common.Traits
queue.Add(item);
}
// Returns the actor/trait that is most likely (but not necessarily guaranteed) to produce something in this queue
public virtual TraitPair<Production> MostLikelyProducer()
{
var trait = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
return new TraitPair<Production> { Actor = self, Trait = trait };
}
// Builds a unit from the actor that holds this queue (1 queue per building)
// Returns false if the unit can't be built
protected virtual bool BuildUnit(string name)