holding shift while building adds 5

This commit is contained in:
Chris Forbes
2010-03-21 20:53:49 +13:00
parent ec4fd62640
commit 668f377301
4 changed files with 30 additions and 26 deletions

View File

@@ -996,7 +996,7 @@ namespace OpenRA
var unit = Rules.Info[item];
Sound.Play(unit.Traits.Contains<BuildingInfo>() ? eva.BuildingSelectAudio : eva.UnitSelectAudio);
Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item));
Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item, Game.controller.GetModifiers().HasModifier(Modifiers.Shift) ? 5 : 1));
}
void HandleBuildPalette( World world, string item, bool isLmb )

View File

@@ -145,5 +145,6 @@ namespace OpenRA
}
public void SetModifiers(Modifiers mods) { modifiers = mods; }
public Modifiers GetModifiers() { return modifiers; }
}
}

View File

@@ -164,9 +164,9 @@ namespace OpenRA
return new Order("Chat", null, text) { IsImmediate = true };
}
public static Order StartProduction(Player subject, string item)
public static Order StartProduction(Player subject, string item, int count)
{
return new Order("StartProduction", subject.PlayerActor, item );
return new Order("StartProduction", subject.PlayerActor, new int2( count, 0 ), item );
}
public static Order PauseProduction(Player subject, string item, bool pause)

View File

@@ -52,33 +52,36 @@ namespace OpenRA.Traits
{
case "StartProduction":
{
var unit = Rules.Info[ order.TargetString ];
var ui = unit.Traits.Get<BuildableInfo>();
var time = ui.Cost
* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
{
var unit = Rules.Info[order.TargetString];
var ui = unit.Traits.Get<BuildableInfo>();
var time = ui.Cost
* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
if( !Rules.TechTree.BuildableItems( order.Player, unit.Category ).Contains( order.TargetString ) )
return; /* you can't build that!! */
if (!Rules.TechTree.BuildableItems(order.Player, unit.Category).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
bool hasPlayedSound = false;
BeginProduction( unit.Category,
new ProductionItem( order.TargetString, (int)time, ui.Cost,
() => self.World.AddFrameEndTask(
_ =>
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if( !hasPlayedSound )
BeginProduction(unit.Category,
new ProductionItem(order.TargetString, (int)time, ui.Cost,
() => self.World.AddFrameEndTask(
_ =>
{
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer( order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio );
hasPlayedSound = true;
}
if( !isBuilding )
BuildUnit( order.TargetString );
} ) ) );
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (!hasPlayedSound)
{
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio);
hasPlayedSound = true;
}
if (!isBuilding)
BuildUnit(order.TargetString);
})));
}
break;
}
case "PauseProduction":