Overhaul ProductionBar:

- Is now a conditional trait
- Now respects multiple Production trait instances
- ProductionType is now required
This commit is contained in:
abcdefg30
2018-10-28 18:39:45 +00:00
committed by abcdefg30
parent 7f255a17da
commit 5e5183549c
10 changed files with 110 additions and 21 deletions

View File

@@ -89,6 +89,7 @@ construction_yard:
ActorTypes: light_inf, light_inf, engineer
BaseBuilding:
ProductionBar:
ProductionType: Building
Power:
Amount: 20
RenderSprites:
@@ -215,6 +216,7 @@ barracks:
ProductionQueues: Infantry
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Infantry
ProvidesPrerequisite@atreides:
Prerequisite: barracks.atreides
Factions: atreides
@@ -426,6 +428,7 @@ light_factory:
ProductionQueues: Vehicle
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Vehicle
ProvidesPrerequisite@atreides:
Prerequisite: light.atreides
Factions: atreides
@@ -507,6 +510,7 @@ heavy_factory:
ProductionQueues: Armor
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Armor
ProvidesPrerequisite@atreides:
Prerequisite: heavy.atreides
Factions: atreides
@@ -669,6 +673,7 @@ starport:
RequiresCondition: !build-incomplete
Palette: starportlights
ProductionBar:
ProductionType: Starport
PrimaryBuilding:
PrimaryCondition: primary
ProductionQueues: Starport
@@ -933,6 +938,7 @@ high_tech_factory:
ProductionFromMapEdge:
Produces: Aircraft, Upgrade
ProductionBar:
ProductionType: Aircraft
PrimaryBuilding:
PrimaryCondition: primary
ProductionQueues: Aircraft