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/Render/ProductionBar.cs
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105
OpenRA.Mods.Common/Traits/Render/ProductionBar.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.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Visualizes the remaining build time of actor produced here.")]
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sealed class ProductionBarInfo : ConditionalTraitInfo, Requires<ProductionInfo>, IRulesetLoaded
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{
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[FieldLoader.Require]
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[Desc("Production queue type, for actors with multiple queues.")]
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public readonly string ProductionType = null;
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public readonly Color Color = Color.SkyBlue;
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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// Per-actor queue
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var queue = ai.TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
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// If no queues available - check for classic production queues
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queue ??= rules.Actors[SystemActors.Player].TraitInfos<ProductionQueueInfo>().FirstOrDefault(q => ProductionType == q.Type);
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if (queue == null)
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throw new YamlException($"Can't find a queue with ProductionType '{ProductionType}'");
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base.RulesetLoaded(rules, ai);
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}
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public override object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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}
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sealed class ProductionBar : ConditionalTrait<ProductionBarInfo>, ISelectionBar, ITick, INotifyOwnerChanged
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{
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readonly Actor self;
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ProductionQueue queue;
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float value;
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public ProductionBar(Actor self, ProductionBarInfo info)
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: base(info)
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{
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this.self = self;
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}
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protected override void Created(Actor self)
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{
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base.Created(self);
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FindQueue();
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}
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void FindQueue()
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{
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one queue.
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
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// If no queues available - check for classic production queues
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queue ??= self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var current = queue.AllQueued().Where(i => i.Started).MinByOrDefault(i => i.RemainingTime);
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if (current == null)
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value = 0;
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else if (current.TotalCost <= 0)
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value = 1;
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else
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value = 1 - (float)current.RemainingCost / current.TotalCost;
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}
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float ISelectionBar.GetValue()
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{
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// Only people we like should see our production status.
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if (IsTraitDisabled || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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return value;
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}
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Color ISelectionBar.GetColor() { return Info.Color; }
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bool ISelectionBar.DisplayWhenEmpty => false;
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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FindQueue();
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}
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}
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}
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