move CYard trait and UndeployMCV activity into mod

This commit is contained in:
Bob
2010-07-08 15:34:21 +12:00
parent 1eedae2c7b
commit 7a738ed6af
9 changed files with 53 additions and 34 deletions

View File

@@ -20,6 +20,7 @@
using System.Linq;
using OpenRA.Effects;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
@@ -63,16 +64,7 @@ namespace OpenRA.Traits
Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
}
/* todo: reimpl this properly */
var facts = w.Queries.OwnedBy[self.Owner]
.WithTrait<ConstructionYard>().Select(x => x.Actor);
var primaryFact = facts.Where(y => y.traits.Get<Production>().IsPrimary);
var fact = (primaryFact.Count() > 0) ? primaryFact.FirstOrDefault() : facts.FirstOrDefault();
if (fact != null)
fact.traits.Get<RenderBuilding>().PlayCustomAnim(fact, "build");
PlayBuildAnim( self, unit );
queue.FinishProduction(unit.Category);
@@ -84,6 +76,20 @@ namespace OpenRA.Traits
}
}
// finds a construction yard (or equivalent) and runs its "build" animation.
static void PlayBuildAnim( Actor self, ActorInfo unit )
{
var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( unit.Category ) )
.ToList();
var producer = producers.Where( x => x.Trait.IsPrimary ).Concat( producers )
.Select( x => x.Actor )
.FirstOrDefault();
if( producer != null )
producer.traits.Get<RenderBuilding>().PlayCustomAnim( producer, "build" );
}
static int GetNumBuildables(Player p)
{
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.