working on letting _any_ actor be a production-queue. (chrome still needs work)
This commit is contained in:
@@ -53,6 +53,7 @@ namespace OpenRa.Game
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public void AddLine(Color c, string from, string text)
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{
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Log.Write( "Chat: {0}: {1}", from, text );
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recentLines.Add(Tuple.New(c, from, text));
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Sound.Play("rabeep1.aud");
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while (recentLines.Count > logLength) recentLines.RemoveAt(0);
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@@ -108,6 +108,8 @@ namespace OpenRa.Game
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if (currentTab == null || !Rules.TechTree.BuildableItems(Game.LocalPlayer, currentTab).Any())
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ChooseAvailableTab();
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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foreach (var q in tabSprites)
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{
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var groupName = q.Key;
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@@ -117,7 +119,7 @@ namespace OpenRa.Game
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continue;
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}
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var producing = Game.LocalPlayer.Producing(groupName);
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var producing = queue.Producing(groupName);
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var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
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chromeRenderer.DrawSprite(q.Value[index], new float2(x, y), 0);
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@@ -134,7 +136,8 @@ namespace OpenRa.Game
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void CheckDeadTab( string groupName )
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{
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var item = Game.LocalPlayer.Producing(groupName);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var item = queue.Producing( groupName );
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if (item != null)
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Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
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}
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@@ -186,7 +189,8 @@ namespace OpenRa.Game
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{
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return () =>
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{
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var producing = Game.LocalPlayer.Producing(group);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.Producing( group );
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if (producing == null) return 0;
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return (producing.TotalTime - producing.RemainingTime) * NumClockFrames / producing.TotalTime;
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};
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@@ -195,7 +199,7 @@ namespace OpenRa.Game
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void DrawBuildPalette(string queueName)
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{
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if (queueName == null) return;
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var buildItem = Game.LocalPlayer.Producing(queueName);
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var x = 0;
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var y = 0;
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@@ -205,7 +209,8 @@ namespace OpenRa.Game
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.Where(a => Rules.UnitInfo[a].TechLevel != -1)
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.OrderBy(a => Rules.UnitInfo[a].TechLevel);
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var currentItem = Game.LocalPlayer.Producing(queueName);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var currentItem = queue.Producing( queueName );
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var overlayBits = new List<Pair<Sprite, float2>>();
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@@ -272,7 +277,8 @@ namespace OpenRa.Game
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{
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var player = Game.LocalPlayer;
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var group = Rules.UnitCategory[item];
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var producing = player.Producing(group);
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.Producing( group );
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Sound.Play("ramenu1.aud");
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@@ -278,24 +278,5 @@ namespace OpenRa.Game
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return Game.PathFinder.FindPath(search).Count != 0;
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}
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public static void BuildUnit(Player player, string name)
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{
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var newUnitType = Rules.UnitInfo[ name ];
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var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
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// TODO: choose producer based on "primary building"
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var producer = world.Actors
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.Where( x => producerTypes.Contains( x.Info ) && x.Owner == player )
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.FirstOrDefault();
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if (producer == null)
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{
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player.CancelProduction(Rules.UnitCategory[name]);
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return;
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}
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if( producer.traits.WithInterface<IProducer>().Any( p => p.Produce( producer, newUnitType ) ) )
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player.FinishProduction(Rules.UnitCategory[name]);
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}
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}
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}
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@@ -34,7 +34,7 @@ namespace OpenRa.Game
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public void Tick()
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{
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var producing = Owner.Producing( Rules.UnitCategory[ Building.Name ] );
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var producing = Owner.PlayerActor.traits.Get<Traits.ProductionQueue>().Producing( Rules.UnitCategory[ Building.Name ] );
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if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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}
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@@ -35,9 +35,6 @@ namespace OpenRa.Game
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this.Ore = 0;
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this.DisplayCash = 0;
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this.powerProvided = this.powerDrained = 0;
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foreach( var cat in Rules.Categories.Keys )
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ProductionInit( cat );
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}
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void UpdatePower()
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@@ -127,10 +124,6 @@ namespace OpenRa.Game
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{
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UpdatePower();
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foreach( var p in production )
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if( p.Value != null )
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p.Value.Tick( this );
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if (this == Game.LocalPlayer)
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{
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var totalMoney = Cash + Ore;
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@@ -149,37 +142,5 @@ namespace OpenRa.Game
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}
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}
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}
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// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
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readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
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public void ProductionInit( string category )
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{
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production.Add( category, null );
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}
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public ProductionItem Producing( string category )
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{
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return production[ category ];
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}
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public void CancelProduction( string category )
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{
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var item = production[ category ];
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if( item == null ) return;
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GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
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FinishProduction( category );
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}
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public void FinishProduction( string category )
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{
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production[ category ] = null;
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}
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public void BeginProduction( string group, ProductionItem item )
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{
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if( production[ group ] != null ) return;
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production[ group ] = item;
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}
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}
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}
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@@ -5,11 +5,22 @@ using System.Text;
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namespace OpenRa.Game.Traits
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{
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class ProductionQueue : IOrder
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class ProductionQueue : IOrder, ITick
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{
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Actor self;
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public ProductionQueue( Actor self )
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{
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this.self = self;
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foreach( var cat in Rules.Categories.Keys )
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ProductionInit( cat );
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}
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public void Tick( Actor self )
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{
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foreach( var p in production )
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if( p.Value != null )
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p.Value.Tick( self.Owner );
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}
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public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
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@@ -38,7 +49,7 @@ namespace OpenRa.Game.Traits
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bool hasPlayedSound = false;
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order.Player.BeginProduction( group,
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BeginProduction( group,
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new ProductionItem( order.TargetString, (int)time, ui.Cost,
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() => Game.world.AddFrameEndTask(
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_ =>
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@@ -50,25 +61,77 @@ namespace OpenRa.Game.Traits
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hasPlayedSound = true;
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}
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if( !isBuilding )
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Game.BuildUnit( order.Player, order.TargetString );
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BuildUnit( order.TargetString );
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} ) ) );
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break;
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}
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case "PauseProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
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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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}
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case "CancelProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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var producing = Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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}
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}
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// Key: Production category. Categories are: Building, Infantry, Vehicle, Ship, Plane (and one per super, if they're done in here)
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readonly Dictionary<string, ProductionItem> production = new Dictionary<string, ProductionItem>();
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void ProductionInit( string category )
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{
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production.Add( category, null );
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}
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public ProductionItem Producing( string category )
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{
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return production[ category ];
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}
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public void CancelProduction( string category )
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{
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var item = production[ category ];
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if( item == null ) return;
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self.Owner.GiveCash( item.TotalCost - item.RemainingCost ); // refund what's been paid so far.
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FinishProduction( category );
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}
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public void FinishProduction( string category )
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{
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production[ category ] = null;
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}
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public void BeginProduction( string group, ProductionItem item )
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{
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if( production[ group ] != null ) return;
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production[ group ] = item;
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}
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public void BuildUnit( string name )
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{
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var newUnitType = Rules.UnitInfo[ name ];
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var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
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// TODO: choose producer based on "primary building"
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var producer = Game.world.Actors
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.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
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.FirstOrDefault();
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if( producer == null )
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{
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CancelProduction( Rules.UnitCategory[ name ] );
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return;
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}
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if( producer.traits.WithInterface<IProducer>().Any( p => p.Produce( producer, newUnitType ) ) )
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FinishProduction( Rules.UnitCategory[ name ] );
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}
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}
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}
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@@ -36,8 +36,9 @@ namespace OpenRa.Game
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{
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Game.world.AddFrameEndTask( _ =>
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{
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var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
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var producing = order.Player.Producing(Rules.UnitCategory[order.TargetString]);
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var producing = queue.Producing(Rules.UnitCategory[order.TargetString]);
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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 +51,7 @@ namespace OpenRa.Game
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Sound.Play("build5.aud");
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}
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order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
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queue.FinishProduction(Rules.UnitCategory[building.Name]);
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} );
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break;
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}
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