fix d2k production queues

ClassicProductionQueue gets support for new notification system
d2k now uses the ClassicProductionQueue system to avoid spamming
Starport has cheaper threshold prices
adds a new production queue but has long delivery times
also no starport price fluctuation to improve balancing
This commit is contained in:
Matthias Mailänder
2012-07-20 23:05:28 +02:00
parent e33d988301
commit 36fbddbb5c
16 changed files with 300 additions and 231 deletions

View File

@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Cnc.Widgets
else if (CurrentQueue.BuildableItems().Any(a => a.Name == clicked.Name))
{
Sound.Play(TabClick);
Sound.Play(CurrentQueue.Info.QueuedAudio);
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.StartProduction(CurrentQueue.self, clicked.Name,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}
@@ -164,13 +164,13 @@ namespace OpenRA.Mods.Cnc.Widgets
// instant cancel of things we havent started yet and things that are finished
if (first.Paused || first.Done || first.TotalCost == first.RemainingCost)
{
Sound.Play(CurrentQueue.Info.CancelledAudio);
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.CancelProduction(CurrentQueue.self, clicked.Name,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}
else
{
Sound.Play(CurrentQueue.Info.OnHoldAudio);
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, clicked.Name, true));
}
}