Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs
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75
OpenRA.Mods.Common/Traits/ProductionQueueFromSelection.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Widgets;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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sealed class ProductionQueueFromSelectionInfo : TraitInfo
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{
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public readonly string ProductionTabsWidget = null;
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public readonly string ProductionPaletteWidget = null;
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public override object Create(ActorInitializer init) { return new ProductionQueueFromSelection(init.World, this); }
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}
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sealed class ProductionQueueFromSelection : INotifySelection
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{
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readonly World world;
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readonly Lazy<ProductionTabsWidget> tabsWidget;
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readonly Lazy<ProductionPaletteWidget> paletteWidget;
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public ProductionQueueFromSelection(World world, ProductionQueueFromSelectionInfo info)
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{
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this.world = world;
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tabsWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionTabsWidget) as ProductionTabsWidget);
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paletteWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionPaletteWidget) as ProductionPaletteWidget);
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}
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void INotifySelection.SelectionChanged()
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{
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// Disable for spectators
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if (world.LocalPlayer == null)
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return;
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// Queue-per-actor
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var queue = world.Selection.Actors
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.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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.SelectMany(a => a.TraitsImplementing<ProductionQueue>())
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.FirstOrDefault(q => q.Enabled);
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// Queue-per-player
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if (queue == null)
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{
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var types = world.Selection.Actors.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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.SelectMany(a => a.TraitsImplementing<Production>().Where(p => !p.IsTraitDisabled))
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.SelectMany(t => t.Info.Produces);
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queue = world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type));
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}
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if (queue == null || !queue.AnyItemsToBuild())
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return;
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if (tabsWidget.Value != null)
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tabsWidget.Value.CurrentQueue = queue;
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else if (paletteWidget.Value != null)
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paletteWidget.Value.CurrentQueue = queue;
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}
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}
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}
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