Per-structure queues for cnc

This commit is contained in:
Paul Chote
2010-08-26 22:10:21 +12:00
parent ee546750b2
commit 61ebe0d0a0
4 changed files with 48 additions and 31 deletions

View File

@@ -349,7 +349,7 @@ namespace OpenRA.Mods.RA.Widgets
if (producing.Done)
{
if (unit.Traits.Contains<BuildingInfo>())
world.OrderGenerator = new PlaceBuildingOrderGenerator(player.PlayerActor, item);
world.OrderGenerator = new PlaceBuildingOrderGenerator(CurrentQueue.self, item);
return;
}
@@ -472,7 +472,7 @@ namespace OpenRA.Mods.RA.Widgets
var lowpower = resources.GetPowerState() != PowerState.Normal;
var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? pl.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown : 1);
* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
var bi = info.Traits.GetOrDefault<BuildingInfo>();