move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game

This commit is contained in:
Bob
2010-10-12 17:19:09 +13:00
parent 34fc207a6c
commit 20276291ce
19 changed files with 116 additions and 121 deletions

View File

@@ -299,7 +299,7 @@ namespace OpenRA.Mods.RA
int2 newRallyPoint = ChooseRallyLocationNear(a.Location);
newRallyPoint.X += 4;
newRallyPoint.Y += 4;
Game.IssueOrder(new Order("SetRallyPoint", a, newRallyPoint));
world.IssueOrder(new Order("SetRallyPoint", a, newRallyPoint));
}
}
@@ -332,7 +332,7 @@ namespace OpenRA.Mods.RA
range = Math.Max(range, loopCount / 2);
if (loopCount > 10) return false;
} while (!a.Trait<IMove>().CanEnterCell(xy) && xy != a.Location);
Game.IssueOrder(new Order("Move", a, xy));
world.IssueOrder(new Order("Move", a, xy));
return true;
}
@@ -345,7 +345,7 @@ namespace OpenRA.Mods.RA
if (mcv != null)
{
baseCenter = mcv.Location;
Game.IssueOrder(new Order("DeployTransform", mcv));
world.IssueOrder(new Order("DeployTransform", mcv));
}
else
Game.Debug("AI: Can't find the MCV.");
@@ -380,7 +380,7 @@ namespace OpenRA.Mods.RA
if (found == true)
{
Game.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
world.IssueOrder(Order.StartProduction(queue.self, unit.Name, 1));
}
}
}
@@ -411,7 +411,7 @@ namespace OpenRA.Mods.RA
{
Game.Debug("AI: Starting production of {0}".F(item.Name));
bstate = BuildState.WaitForProduction;
Game.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
@@ -420,7 +420,7 @@ namespace OpenRA.Mods.RA
if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused)
Game.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
bstate = BuildState.WaitForFeedback;
@@ -431,11 +431,11 @@ namespace OpenRA.Mods.RA
if (location == null)
{
Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
Game.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
}
else
{
Game.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
world.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;
@@ -473,7 +473,7 @@ namespace OpenRA.Mods.RA
{
Game.Debug("AI: Starting production of {0}".F(item.Name));
dstate = BuildState.WaitForProduction;
Game.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
}
}
break;
@@ -482,7 +482,7 @@ namespace OpenRA.Mods.RA
if (currentBuilding == null) return; /* let it happen.. */
else if (currentBuilding.Paused)
Game.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
world.IssueOrder(Order.PauseProduction(queue.self, currentBuilding.Item, false));
else if (currentBuilding.Done)
{
dstate = BuildState.WaitForFeedback;
@@ -493,11 +493,11 @@ namespace OpenRA.Mods.RA
if (location == null)
{
Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
Game.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
}
else
{
Game.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
world.IssueOrder(new Order("PlaceBuilding", p.PlayerActor, location.Value, currentBuilding.Item));
}
}
break;