Migrate BuildSpeed from float to int

This commit is contained in:
reaperrr
2016-03-24 16:45:22 +01:00
parent a0f9af1ebe
commit 38cea38f6b
11 changed files with 54 additions and 38 deletions

View File

@@ -128,7 +128,7 @@ namespace OpenRA.Mods.Common.Traits
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
if (info.SpeedUp)
{

View File

@@ -34,8 +34,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("This value is used to translate the unit cost into build time.")]
public readonly float BuildSpeed = 0.4f;
[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
public readonly int BuildSpeed = 40;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
@@ -319,8 +319,8 @@ namespace OpenRA.Mods.Common.Traits
if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
return 0;
var time = unit.GetBuildTime() * Info.BuildSpeed;
return (int)time;
var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
return time;
}
protected void CancelProduction(string itemName, uint numberToCancel)

View File

@@ -644,6 +644,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
node.Key = "ReloadDelay";
}
// Migrated ProductionQueue BuildSpeed to use int percentage instead of float
if (engineVersion < 20160325)
{
if (node.Key.StartsWith("ProductionQueue") || node.Key.StartsWith("ClassicProductionQueue"))
{
var buildSpeedNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "BuildSpeed");
if (buildSpeedNode != null)
{
// The BuildSpeed value is now an int percentage, so multiply the float with 100.
var oldValue = FieldLoader.GetValue<float>("BuildSpeed", buildSpeedNode.Value.Value);
var newValue = (int)(oldValue * 100);
buildSpeedNode.Value.Value = newValue.ToString();
}
}
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}