BUGFIX: with PlaceBuilding active, you could cancel the current production, then place the (canceled) building.

This commit is contained in:
Bob
2009-11-02 01:28:18 +13:00
parent 1d7798d40c
commit 279f13bc5b
2 changed files with 53 additions and 47 deletions

View File

@@ -40,6 +40,11 @@ namespace OpenRa.Game
} }
} }
public void Tick() { } public void Tick()
{
var producing = Owner.Producing( "Building" );
if( producing == null || producing.Item != Name || producing.RemainingTime != 0 )
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}
} }
} }

View File

@@ -69,13 +69,14 @@ namespace OpenRa.Game
Game.world.AddFrameEndTask( _ => Game.world.AddFrameEndTask( _ =>
{ {
var building = Rules.UnitInfo[ order.TargetString ]; var building = Rules.UnitInfo[ order.TargetString ];
var producing = order.Player.Producing( "Building" );
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name ); Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name );
//Adjust placement for cursor to be in middle
Game.world.Add( new Actor( building.Name, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building.Name ), order.Player ) ); Game.world.Add( new Actor( building.Name, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building.Name ), order.Player ) );
Game.controller.orderGenerator = null;
order.Player.FinishProduction(Rules.UnitCategory[building.Name]); order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
} ); } );
break; break;