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After a long hard struggle the world is reeling from a global war between a sinister elite society and those determined to resist them. While the resistance won the day, all is not over. The creation of a peacekeeping body to ensure the security of newly settling populations - the Aegis Initiative - has caused a divide between the resistance. With corruption running rampant and the past history with governing bodies not forgotten, some have taken upon themselves to stand against Aegis believing it to be nothing more than an attempt to finish what their previous enemies started. They find themselves under a new banner - Manticore. With the resistance embroiled in civil war, the remains of their former enemy - the Remnant - of their former enemy is licking its wounds and gaining strength to strike bask. Now the fate of the world's population rests between the three. Who will be the victor?

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Report RSS Phoenix Chronicles UI feature - PagedProductionLogic (view original)
Phoenix Chronicles UI feature - PagedProductionLogic
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Description

The UI in Phoenix Chronicles will feature two sets of tabs. The right-hand tabs should be already family to an OpenRA player but the top tabs are new. They select which faction's production you'll be accessing. While both factions will use the same general setup for production, I wanted to find a way to separate the base building queues of each faction since one will be producing buildings as you're used to and the other will be basically a very specialized vehicle production queue. While I could just make another tab, having an inactive tab 90% of the time and different hotkeys would be frustrating for players so I decided I wanted to make a separate set of tabs to control faction selection. While fixing my dilemma, it also will encourage capturing for keeps as capturing an enemy factory of the opposing faction would grant a whole separate production queue as these are independent production queues.

As stated, this is a new logic, even though half of it is admittedly copied from the ClassicProductionLogic which it's based on. I'm still rather proud of it though, still being a mostly novice programmer.

While it currently works in tandem with the regular ClassicProductionQueue trait, I may create another trait similar in function that would implement proper parameters for this logic instead of how it works currently through a hardcoded syntax in the type field.