Reduce duplication of "Battlefield Control" chat line label
This commit is contained in:
committed by
Paul Chote
parent
3e2022a3dd
commit
1dd1786469
@@ -198,12 +198,15 @@ namespace OpenRA.Mods.Common.Scripting
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Game.AddChatLine(prefix, c, text);
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}
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[Desc("Display a system message to the player.")]
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public void DisplaySystemMessage(string text, string prefix = "Mission")
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[Desc("Display a system message to the player. If 'prefix' is nil the default system prefix is used.")]
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public void DisplaySystemMessage(string text, string prefix = null)
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{
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if (string.IsNullOrEmpty(text))
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return;
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if (string.IsNullOrEmpty(prefix))
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Game.AddSystemLine(text);
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Game.AddSystemLine(prefix, text);
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}
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@@ -100,7 +100,7 @@ namespace OpenRA.Mods.Common.Traits
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if (info.SuppressNotifications)
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return;
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Game.AddSystemLine("Battlefield Control", player.PlayerName + " is defeated.");
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Game.AddSystemLine(player.PlayerName + " is defeated.");
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
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@@ -113,7 +113,7 @@ namespace OpenRA.Mods.Common.Traits
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if (info.SuppressNotifications)
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return;
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Game.AddSystemLine("Battlefield Control", player.PlayerName + " is victorious.");
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Game.AddSystemLine(player.PlayerName + " is victorious.");
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
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@@ -141,7 +141,7 @@ namespace OpenRA.Mods.Common.Traits
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if (info.SuppressNotifications)
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return;
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Game.AddSystemLine("Battlefield Control", player.PlayerName + " is defeated.");
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Game.AddSystemLine(player.PlayerName + " is defeated.");
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
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@@ -154,7 +154,7 @@ namespace OpenRA.Mods.Common.Traits
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if (info.SuppressNotifications)
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return;
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Game.AddSystemLine("Battlefield Control", player.PlayerName + " is victorious.");
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Game.AddSystemLine(player.PlayerName + " is victorious.");
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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if (ticksRemaining == m * 60 * ticksPerSecond)
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{
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Game.AddSystemLine("Battlefield Control", Notification.F(m, m > 1 ? "s" : null));
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Game.AddSystemLine(Notification.F(m, m > 1 ? "s" : null));
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var faction = self.World.LocalPlayer == null ? null : self.World.LocalPlayer.Faction.InternalName;
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Game.Sound.PlayNotification(self.World.Map.Rules, self.World.LocalPlayer, "Speech", info.TimeLimitWarnings[m], faction);
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@@ -172,7 +172,7 @@ namespace OpenRA.Mods.Common.Traits
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countdownLabel.GetText = () => null;
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if (!info.SkipTimerExpiredNotification)
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Game.AddSystemLine("Battlefield Control", "Time limit has expired.");
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Game.AddSystemLine("Time limit has expired.");
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}
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}
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}
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@@ -30,12 +30,12 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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if (Game.Settings.Sound.Mute)
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{
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Game.Sound.MuteAudio();
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Game.AddSystemLine("Battlefield Control", "Audio muted");
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Game.AddSystemLine("Audio muted");
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}
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else
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{
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Game.Sound.UnmuteAudio();
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Game.AddSystemLine("Battlefield Control", "Audio unmuted");
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Game.AddSystemLine("Audio unmuted");
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}
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return true;
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@@ -281,12 +281,12 @@ namespace OpenRA.Mods.Common.Widgets
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// Check if selecting actors on the screen has selected new units
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if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
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Game.AddSystemLine("Battlefield Control", "Selected across screen");
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Game.AddSystemLine("Selected across screen");
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else
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{
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// Select actors in the world that have highest selection priority
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ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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Game.AddSystemLine("Battlefield Control", "Selected across map");
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Game.AddSystemLine("Selected across map");
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}
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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@@ -313,12 +313,12 @@ namespace OpenRA.Mods.Common.Widgets
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// Check if selecting actors on the screen has selected new units
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if (newSelection.Count > World.Selection.Actors.Count())
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Game.AddSystemLine("Battlefield Control", "Selected across screen");
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Game.AddSystemLine("Selected across screen");
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else
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{
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// Select actors in the world that have the same selection class as one of the already selected actors
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newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList();
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Game.AddSystemLine("Battlefield Control", "Selected across map");
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Game.AddSystemLine("Selected across map");
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}
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World.Selection.Combine(World, newSelection, true, false);
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