Merge pull request #9038 from penev92/bleed_rename
Some more renaming from "race" to "faction"
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@@ -27,8 +27,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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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("Only enable this queue for certain factions.")]
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public readonly string[] Factions = { };
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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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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Traits
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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 string Race { get; private set; }
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public string Faction { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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{
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@@ -97,8 +97,8 @@ namespace OpenRA.Mods.Common.Traits
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playerPower = playerActor.Trait<PowerManager>();
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developerMode = playerActor.Trait<DeveloperMode>();
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Race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Race.Any() || info.Race.Contains(Race);
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Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
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CacheProduceables(playerActor);
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}
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@@ -123,8 +123,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!Info.Sticky)
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{
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Race = self.Owner.Faction.InternalName;
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Enabled = !Info.Race.Any() || Info.Race.Contains(Race);
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Faction = self.Owner.Faction.InternalName;
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Enabled = !Info.Factions.Any() || Info.Factions.Contains(Faction);
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}
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// Regenerate the produceables and tech tree state
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@@ -371,7 +371,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Race))
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Faction))
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{
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FinishProduction();
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return true;
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