ProductionTabsWidget: fix updating tabs when new production building is built
This commit is contained in:
committed by
Gustas Kažukauskas
parent
89d906a613
commit
d3d949176d
@@ -243,31 +243,32 @@ namespace OpenRA.Mods.Common.Widgets
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// Is added to world.ActorAdded by the SidebarLogic handler
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// Is added to world.ActorAdded by the SidebarLogic handler
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public void ActorChanged(Actor a)
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public void ActorChanged(Actor a)
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{
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{
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if (a.Info.HasTraitInfo<ProductionQueueInfo>())
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// Ignore non-production actors and actors owned by non-local player
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{
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if (!a.Info.HasTraitInfo<ProductionQueueInfo>() || a.Owner != a.World.LocalPlayer)
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var queues = a.World.ActorsWithTrait<ProductionQueue>()
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return;
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.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld)
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.Select(p => p.Trait);
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cachedProductionQueueEnabledStates.Clear();
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var queues = a.World.ActorsWithTrait<ProductionQueue>()
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foreach (var queue in queues)
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.Where(p => p.Actor.Owner == p.Actor.World.LocalPlayer && p.Actor.IsInWorld)
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cachedProductionQueueEnabledStates.Add((queue, queue.Enabled));
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.Select(p => p.Trait);
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foreach (var g in Groups.Values)
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cachedProductionQueueEnabledStates.Clear();
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g.Update(cachedProductionQueueEnabledStates.Select(t => t.Queue));
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foreach (var queue in queues)
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cachedProductionQueueEnabledStates.Add((queue, queue.Enabled));
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if (queueGroup == null)
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foreach (var g in Groups.Values)
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return;
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g.Update(cachedProductionQueueEnabledStates.Select(t => t.Queue));
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// Queue destroyed, was last of type: switch to a new group
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if (queueGroup == null)
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if (Groups[queueGroup].Tabs.Count == 0)
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return;
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QueueGroup = Groups.Where(g => g.Value.Tabs.Count > 0)
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.Select(g => g.Key).FirstOrDefault();
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// Queue destroyed, others of same type: switch to another tab
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// Queue destroyed, was last of type: switch to a new group
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else if (!Groups[queueGroup].Tabs.Select(t => t.Queue).Contains(CurrentQueue))
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if (Groups[queueGroup].Tabs.Count == 0)
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SelectNextTab(false);
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QueueGroup = Groups.Where(g => g.Value.Tabs.Count > 0)
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}
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.Select(g => g.Key).FirstOrDefault();
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// Queue destroyed, others of same type: switch to another tab
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else if (!Groups[queueGroup].Tabs.Select(t => t.Queue).Contains(CurrentQueue))
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SelectNextTab(false);
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}
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}
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public override void Tick()
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public override void Tick()
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