Fix tab availability on low money Co-Authored-By: Gustas <37534529+PunkPun@users.noreply.github.com>
76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright (c) The OpenRA Developers and Contributors
|
|
* This file is part of OpenRA, which is free software. It is made
|
|
* available to you under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using OpenRA.Mods.Common.Widgets;
|
|
using OpenRA.Traits;
|
|
using OpenRA.Widgets;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[TraitLocation(SystemActors.World)]
|
|
sealed class ProductionQueueFromSelectionInfo : TraitInfo
|
|
{
|
|
public readonly string ProductionTabsWidget = null;
|
|
public readonly string ProductionPaletteWidget = null;
|
|
|
|
public override object Create(ActorInitializer init) { return new ProductionQueueFromSelection(init.World, this); }
|
|
}
|
|
|
|
sealed class ProductionQueueFromSelection : INotifySelection
|
|
{
|
|
readonly World world;
|
|
readonly Lazy<ProductionTabsWidget> tabsWidget;
|
|
readonly Lazy<ProductionPaletteWidget> paletteWidget;
|
|
|
|
public ProductionQueueFromSelection(World world, ProductionQueueFromSelectionInfo info)
|
|
{
|
|
this.world = world;
|
|
|
|
tabsWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionTabsWidget) as ProductionTabsWidget);
|
|
paletteWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionPaletteWidget) as ProductionPaletteWidget);
|
|
}
|
|
|
|
void INotifySelection.SelectionChanged()
|
|
{
|
|
// Disable for spectators
|
|
if (world.LocalPlayer == null)
|
|
return;
|
|
|
|
// Queue-per-actor
|
|
var queue = world.Selection.Actors
|
|
.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
|
|
.SelectMany(a => a.TraitsImplementing<ProductionQueue>())
|
|
.FirstOrDefault(q => q.Enabled);
|
|
|
|
// Queue-per-player
|
|
if (queue == null)
|
|
{
|
|
var types = world.Selection.Actors.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
|
|
.SelectMany(a => a.TraitsImplementing<Production>().Where(p => !p.IsTraitDisabled))
|
|
.SelectMany(t => t.Info.Produces);
|
|
|
|
queue = world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
|
|
.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type));
|
|
}
|
|
|
|
if (queue == null || !queue.AnyItemsToBuild())
|
|
return;
|
|
|
|
if (tabsWidget.Value != null)
|
|
tabsWidget.Value.CurrentQueue = queue;
|
|
else if (paletteWidget.Value != null)
|
|
paletteWidget.Value.CurrentQueue = queue;
|
|
}
|
|
}
|
|
}
|