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

@@ -24,11 +24,11 @@ namespace OpenRA.Mods.RA
public float BuildSpeed = 0.4f;
public readonly int LowPowerSlowdown = 3;
public readonly string ReadyAudio = "unitrdy1.aud";
public readonly string BlockedAudio = "nobuild1.aud";
public readonly string QueuedAudio = "train1.aud";
public readonly string OnHoldAudio = "onhold1.aud";
public readonly string CancelledAudio = "cancld1.aud";
public readonly string ReadyAudio = "UnitReady";
public readonly string BlockedAudio = "NoBuild";
public readonly string QueuedAudio = "Training";
public readonly string OnHoldAudio = "OnHold";
public readonly string CancelledAudio = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
}
@@ -211,17 +211,15 @@ namespace OpenRA.Mods.RA
if (isBuilding && !hasPlayedSound)
{
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
hasPlayedSound = true;
hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
hasPlayedSound = true;
hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));

View File

@@ -374,15 +374,15 @@ namespace OpenRA.Mods.RA.Widgets
{
// instant cancel of things we havent really started yet, and things that are finished
if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
{
Sound.Play(CurrentQueue.Info.CancelledAudio);
{
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.CancelledAudio, world.LocalPlayer.Country.Race);
int numberToCancel = Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1;
world.IssueOrder(Order.CancelProduction(CurrentQueue.self, item, numberToCancel));
}
else
{
Sound.Play(CurrentQueue.Info.OnHoldAudio);
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.OnHoldAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
}
}
@@ -391,7 +391,8 @@ namespace OpenRA.Mods.RA.Widgets
void StartProduction( World world, string item )
{
Sound.Play(CurrentQueue.Info.QueuedAudio);
Sound.PlayNotification(world.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, world.LocalPlayer.Country.Race);
world.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
}