Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.
This commit is contained in:
@@ -35,6 +35,7 @@ namespace OpenRA.Traits
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public readonly string[] Owner = { };
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public readonly string[] Owner = { };
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public readonly string Queue;
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public readonly string Queue;
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public readonly bool Hidden = false;
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// todo: UI fluff; doesn't belong here
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// todo: UI fluff; doesn't belong here
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public readonly int BuildPaletteOrder = 9999;
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public readonly int BuildPaletteOrder = 9999;
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@@ -25,11 +25,11 @@ namespace OpenRA.Traits
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public class DeveloperMode : IResolveOrder
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public class DeveloperMode : IResolveOrder
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{
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{
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DeveloperModeInfo Info;
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DeveloperModeInfo Info;
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[Sync]
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[Sync] public bool FastCharge;
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public bool FastCharge;
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[Sync] public bool AllTech;
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public bool FastBuild;
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[Sync] public bool FastBuild;
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public bool DisableShroud;
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[Sync] public bool DisableShroud;
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public bool PathDebug;
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[Sync] public bool PathDebug;
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public DeveloperMode(DeveloperModeInfo info)
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public DeveloperMode(DeveloperModeInfo info)
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{
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{
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@@ -46,6 +46,11 @@ namespace OpenRA.Traits
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switch(order.OrderString)
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switch(order.OrderString)
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{
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{
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case "DevEnableTech":
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{
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AllTech ^= true;
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break;
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}
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case "DevFastCharge":
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case "DevFastCharge":
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{
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{
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FastCharge ^= true;
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FastCharge ^= true;
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@@ -23,39 +23,79 @@ namespace OpenRA.Traits
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public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
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public object Create(ActorInitializer init) { return new ProductionQueue(init.self, this); }
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}
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}
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public class ProductionQueue : IResolveOrder, ITick
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public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement
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{
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{
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public readonly Actor self;
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public readonly Actor self;
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public ProductionQueueInfo Info;
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public ProductionQueueInfo Info;
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// TODO: sync this
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List<ProductionItem> Producing = new List<ProductionItem>();
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// TODO: sync these
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// A list of things we are currently building
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List<ProductionItem> Queue = new List<ProductionItem>();
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// A list of things we could possibly build, even if our race doesn't normally get it
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Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
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public ProductionQueue( Actor self, ProductionQueueInfo info )
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public ProductionQueue( Actor self, ProductionQueueInfo info )
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{
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{
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this.self = self;
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this.self = self;
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this.Info = info;
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this.Info = info;
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var ttc = self.Owner.PlayerActor.Trait<TechTreeCache>();
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foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
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{
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var bi = a.Traits.Get<BuildableInfo>();
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// Can our race build this by satisfying normal prereqs?
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var buildable = bi.Owner.Contains(self.Owner.Country.Race);
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Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
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if (buildable)
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ttc.Add( a.Name, a.Traits.Get<BuildableInfo>().Prerequisites.ToList(), this );
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}
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}
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public void OverrideProduction(ActorInfo type, bool buildable)
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{
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Produceable[type].Buildable = buildable;
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Produceable[type].Sticky = true;
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}
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public void PrerequisitesAvailable(string key)
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{
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var ps = Produceable[ Rules.Info[key] ];
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if (!ps.Sticky)
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ps.Buildable = true;
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}
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public void PrerequisitesUnavailable(string key)
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{
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var ps = Produceable[ Rules.Info[key] ];
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if (!ps.Sticky)
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ps.Buildable = false;
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}
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}
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public ProductionItem CurrentItem()
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public ProductionItem CurrentItem()
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{
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{
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return Producing.ElementAtOrDefault(0);
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return Queue.ElementAtOrDefault(0);
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}
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}
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public IEnumerable<ProductionItem> AllQueued()
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public IEnumerable<ProductionItem> AllQueued()
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{
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{
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return Producing;
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return Queue;
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}
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}
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public IEnumerable<ActorInfo> AllItems()
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public IEnumerable<ActorInfo> AllItems()
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{
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{
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return Rules.TechTree.AllBuildables(Info.Type)
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(self.Owner.Country.Race))
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return Produceable.Select(a => a.Key);
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.OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
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return Produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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}
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}
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public IEnumerable<ActorInfo> BuildableItems()
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public IEnumerable<ActorInfo> BuildableItems()
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{
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{
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return Rules.TechTree.BuildableItems(self.Owner, Info.Type).Select(b => Rules.Info[b.ToLowerInvariant()]);
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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}
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public bool CanBuild(ActorInfo actor)
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public bool CanBuild(ActorInfo actor)
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@@ -66,13 +106,13 @@ namespace OpenRA.Traits
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public void Tick( Actor self )
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public void Tick( Actor self )
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{
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{
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while( Producing.Count > 0 && !BuildableItems().Any(b => b.Name == Producing[ 0 ].Item) )
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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{
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Producing[0].TotalCost - Producing[0].RemainingCost); // refund what's been paid so far.
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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FinishProduction();
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}
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}
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if( Producing.Count > 0 )
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if( Queue.Count > 0 )
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Producing[ 0 ].Tick( self.Owner );
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Queue[ 0 ].Tick( self.Owner );
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}
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}
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public void ResolveOrder( Actor self, Order order )
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public void ResolveOrder( Actor self, Order order )
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@@ -115,8 +155,8 @@ namespace OpenRA.Traits
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}
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}
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case "PauseProduction":
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case "PauseProduction":
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{
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{
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if( Producing.Count > 0 && Producing[0].Item == order.TargetString )
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if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
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Producing[0].Paused = ( order.TargetLocation.X != 0 );
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Queue[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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break;
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}
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}
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case "CancelProduction":
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case "CancelProduction":
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@@ -144,17 +184,15 @@ namespace OpenRA.Traits
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void CancelProduction( string itemName )
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void CancelProduction( string itemName )
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{
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{
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if (Producing.Count == 0)
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if (Queue.Count == 0)
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return; // Nothing to do here
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return; // Nothing to do here
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var lastIndex = Producing.FindLastIndex( a => a.Item == itemName );
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var lastIndex = Queue.FindLastIndex( a => a.Item == itemName );
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if (lastIndex > 0)
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if (lastIndex > 0)
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{
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Queue.RemoveAt(lastIndex);
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Producing.RemoveAt(lastIndex);
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}
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else if( lastIndex == 0 )
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else if( lastIndex == 0 )
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{
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{
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var item = Producing[0];
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var item = Queue[0];
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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FinishProduction();
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FinishProduction();
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}
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}
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@@ -162,13 +200,13 @@ namespace OpenRA.Traits
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public void FinishProduction()
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public void FinishProduction()
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{
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{
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if (Producing.Count == 0) return;
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if (Queue.Count == 0) return;
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Producing.RemoveAt(0);
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Queue.RemoveAt(0);
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}
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}
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void BeginProduction( ProductionItem item )
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void BeginProduction( ProductionItem item )
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{
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{
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Producing.Add(item);
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Queue.Add(item);
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}
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}
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static bool IsDisabledBuilding(Actor a)
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static bool IsDisabledBuilding(Actor a)
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@@ -213,6 +251,13 @@ namespace OpenRA.Traits
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}
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}
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}
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}
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public class ProductionState
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{
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public bool Visible = false;
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public bool Buildable = false;
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public bool Sticky = false;
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}
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public class ProductionItem
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public class ProductionItem
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{
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{
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public readonly string Item;
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public readonly string Item;
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@@ -21,12 +21,15 @@ namespace OpenRA.Traits
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{
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{
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class Watcher
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class Watcher
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{
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{
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public readonly List<ActorInfo> prerequisites;
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public readonly string key;
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// strings may be either actor type, or "alternate name" key
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public readonly List<string> prerequisites;
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public readonly ITechTreeElement watcher;
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public readonly ITechTreeElement watcher;
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bool hasPrerequisites;
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bool hasPrerequisites;
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public Watcher(List<ActorInfo> prerequisites, ITechTreeElement watcher)
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public Watcher(string key, List<string> prerequisites, ITechTreeElement watcher)
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{
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{
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this.key = key;
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this.prerequisites = prerequisites;
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this.prerequisites = prerequisites;
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this.watcher = watcher;
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this.watcher = watcher;
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this.hasPrerequisites = false;
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this.hasPrerequisites = false;
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@@ -34,18 +37,13 @@ namespace OpenRA.Traits
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public void Tick( Player owner, Cache<string, List<Actor>> buildings )
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public void Tick( Player owner, Cache<string, List<Actor>> buildings )
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{
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{
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if (owner.Country == null)
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var nowHasPrerequisites = prerequisites.All( a => buildings[ a ].Any( b => !b.Trait<Building>().Disabled ) );
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return;
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var effectivePrereq = prerequisites.Where( a => a.Traits.Contains<BuildableInfo>() && a.Traits.Get<BuildableInfo>().Owner.Contains( owner.Country.Race ) );
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var nowHasPrerequisites = effectivePrereq.Any() &&
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effectivePrereq.All( a => buildings[ a.Name ].Any( b => !b.Trait<Building>().Disabled ) );
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if( nowHasPrerequisites && !hasPrerequisites )
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if( nowHasPrerequisites && !hasPrerequisites )
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watcher.Available();
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watcher.PrerequisitesAvailable(key);
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if( !nowHasPrerequisites && hasPrerequisites )
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if( !nowHasPrerequisites && hasPrerequisites )
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watcher.Unavailable();
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watcher.PrerequisitesUnavailable(key);
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hasPrerequisites = nowHasPrerequisites;
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hasPrerequisites = nowHasPrerequisites;
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}
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}
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@@ -61,20 +59,20 @@ namespace OpenRA.Traits
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w.Tick( self.Owner, buildings );
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w.Tick( self.Owner, buildings );
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}
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}
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public void Add( List<ActorInfo> prerequisites, ITechTreeElement tte )
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public void Add( string key, List<string> prerequisites, ITechTreeElement tte )
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{
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{
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watchers.Add( new Watcher( prerequisites, tte ) );
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watchers.Add( new Watcher( key, prerequisites, tte ) );
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}
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}
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public void Remove( ITechTreeElement tte )
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public void Remove( string key )
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{
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{
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watchers.RemoveAll( x => x.watcher == tte );
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watchers.RemoveAll( x => x.key == key );
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}
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}
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}
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}
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interface ITechTreeElement
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interface ITechTreeElement
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{
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{
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void Available();
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void PrerequisitesAvailable(string key);
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void Unavailable();
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void PrerequisitesUnavailable(string key);
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}
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}
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}
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}
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@@ -59,7 +59,7 @@ namespace OpenRA.Traits
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Self = self;
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Self = self;
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Owner = self.Owner;
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Owner = self.Owner;
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self.Trait<TechTreeCache>().Add( Info.Prerequisites.Select( a => Rules.Info[ a.ToLowerInvariant() ] ).ToList(), this );
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self.Trait<TechTreeCache>().Add( Info.OrderName, Info.Prerequisites.Select( a => a.ToLowerInvariant() ).ToList(), this );
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}
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}
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public void Tick(Actor self)
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public void Tick(Actor self)
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@@ -95,8 +95,7 @@ namespace OpenRA.Traits
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{
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{
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var buildings = Rules.TechTree.GatherBuildings(Owner);
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var buildings = Rules.TechTree.GatherBuildings(Owner);
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var effectivePrereq = Info.Prerequisites
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var effectivePrereq = Info.Prerequisites
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.Select(a => a.ToLowerInvariant())
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.Select(a => a.ToLowerInvariant());
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.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(Owner.Country.Race));
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if (Info.Prerequisites.Count() == 0)
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if (Info.Prerequisites.Count() == 0)
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return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
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return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
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@@ -146,12 +145,12 @@ namespace OpenRA.Traits
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|
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bool hasPrerequisites;
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bool hasPrerequisites;
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|
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public void Available()
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public void PrerequisitesAvailable(string key)
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{
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{
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hasPrerequisites = true;
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hasPrerequisites = true;
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}
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}
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|
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public void Unavailable()
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public void PrerequisitesUnavailable(string key)
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{
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{
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hasPrerequisites = false;
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hasPrerequisites = false;
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}
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}
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@@ -40,52 +40,60 @@ namespace OpenRA.Widgets.Delegates
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return true;
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return true;
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};
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};
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devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHECKBOX_SHROUD").Checked =
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devmodeBG.GetWidget<CheckboxWidget>("CHECKBOX_SHROUD").Checked =
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() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().DisableShroud;
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() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().DisableShroud;
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devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHECKBOX_SHROUD").OnMouseDown = mi =>
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devmodeBG.GetWidget<CheckboxWidget>("CHECKBOX_SHROUD").OnMouseDown = mi =>
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{
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{
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Game.IssueOrder(new Order("DevShroud", Game.world.LocalPlayer.PlayerActor));
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Game.IssueOrder(new Order("DevShroud", Game.world.LocalPlayer.PlayerActor));
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return true;
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return true;
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};
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};
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|
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devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHECKBOX_UNITDEBUG").Checked =
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devmodeBG.GetWidget<CheckboxWidget>("CHECKBOX_UNITDEBUG").Checked =
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() => Game.Settings.Debug.ShowCollisions;
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() => Game.Settings.Debug.ShowCollisions;
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devmodeBG.GetWidget("SETTINGS_CHECKBOX_UNITDEBUG").OnMouseDown = mi =>
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devmodeBG.GetWidget("CHECKBOX_UNITDEBUG").OnMouseDown = mi =>
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{
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{
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Game.IssueOrder(new Order("DevUnitDebug", Game.world.LocalPlayer.PlayerActor));
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Game.IssueOrder(new Order("DevUnitDebug", Game.world.LocalPlayer.PlayerActor));
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return true;
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return true;
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};
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};
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devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHECKBOX_PATHDEBUG").Checked =
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devmodeBG.GetWidget<CheckboxWidget>("CHECKBOX_PATHDEBUG").Checked =
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() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug;
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() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug;
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devmodeBG.GetWidget("SETTINGS_CHECKBOX_PATHDEBUG").OnMouseDown = mi =>
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devmodeBG.GetWidget("CHECKBOX_PATHDEBUG").OnMouseDown = mi =>
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{
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{
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Game.IssueOrder(new Order("DevPathDebug", Game.world.LocalPlayer.PlayerActor));
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Game.IssueOrder(new Order("DevPathDebug", Game.world.LocalPlayer.PlayerActor));
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return true;
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return true;
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};
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};
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|
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devmodeBG.GetWidget<ButtonWidget>("SETTINGS_GIVE_CASH").OnMouseUp = mi =>
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devmodeBG.GetWidget<ButtonWidget>("GIVE_CASH").OnMouseUp = mi =>
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{
|
{
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Game.IssueOrder(new Order("DevGiveCash", Game.world.LocalPlayer.PlayerActor));
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Game.IssueOrder(new Order("DevGiveCash", Game.world.LocalPlayer.PlayerActor));
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return true;
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return true;
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};
|
};
|
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|
|
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devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_BUILD_SPEED").Checked =
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devmodeBG.GetWidget<CheckboxWidget>("INSTANT_BUILD").Checked =
|
||||||
() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().FastBuild;
|
() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().FastBuild;
|
||||||
devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_BUILD_SPEED").OnMouseDown = mi =>
|
devmodeBG.GetWidget<CheckboxWidget>("INSTANT_BUILD").OnMouseDown = mi =>
|
||||||
{
|
{
|
||||||
Game.IssueOrder(new Order("DevFastBuild", Game.world.LocalPlayer.PlayerActor));
|
Game.IssueOrder(new Order("DevFastBuild", Game.world.LocalPlayer.PlayerActor));
|
||||||
return true;
|
return true;
|
||||||
};
|
};
|
||||||
|
|
||||||
devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHARGE_TIME").Checked =
|
devmodeBG.GetWidget<CheckboxWidget>("INSTANT_CHARGE").Checked =
|
||||||
() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().FastCharge;
|
() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().FastCharge;
|
||||||
devmodeBG.GetWidget<CheckboxWidget>("SETTINGS_CHARGE_TIME").OnMouseDown = mi =>
|
devmodeBG.GetWidget<CheckboxWidget>("INSTANT_CHARGE").OnMouseDown = mi =>
|
||||||
{
|
{
|
||||||
Game.IssueOrder(new Order("DevFastCharge", Game.world.LocalPlayer.PlayerActor));
|
Game.IssueOrder(new Order("DevFastCharge", Game.world.LocalPlayer.PlayerActor));
|
||||||
return true;
|
return true;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
devmodeBG.GetWidget<CheckboxWidget>("ENABLE_TECH").Checked =
|
||||||
|
() => Game.world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().AllTech;
|
||||||
|
devmodeBG.GetWidget<CheckboxWidget>("ENABLE_TECH").OnMouseDown = mi =>
|
||||||
|
{
|
||||||
|
Game.IssueOrder(new Order("DevEnableTech", Game.world.LocalPlayer.PlayerActor));
|
||||||
|
return true;
|
||||||
|
};
|
||||||
|
|
||||||
devModeButton.IsVisible = () => { return Game.LobbyInfo.GlobalSettings.AllowCheats; };
|
devModeButton.IsVisible = () => { return Game.LobbyInfo.GlobalSettings.AllowCheats; };
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -186,8 +186,8 @@ namespace OpenRA.Mods.RA.Widgets
|
|||||||
// Collect info
|
// Collect info
|
||||||
var x = 0;
|
var x = 0;
|
||||||
var y = 0;
|
var y = 0;
|
||||||
var buildableItems = queue.BuildableItems();
|
var buildableItems = queue.BuildableItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
|
||||||
var allBuildables = queue.AllItems();
|
var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
|
||||||
|
|
||||||
var overlayBits = new List<Pair<Sprite, float2>>();
|
var overlayBits = new List<Pair<Sprite, float2>>();
|
||||||
numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
|
numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
|
||||||
|
|||||||
@@ -204,7 +204,7 @@ Container@ROOT:
|
|||||||
X:(WINDOW_RIGHT - WIDTH)/2
|
X:(WINDOW_RIGHT - WIDTH)/2
|
||||||
Y:(WINDOW_BOTTOM - HEIGHT)/2
|
Y:(WINDOW_BOTTOM - HEIGHT)/2
|
||||||
Width:350
|
Width:350
|
||||||
Height:300
|
Height:330
|
||||||
Visible:false
|
Visible:false
|
||||||
Children:
|
Children:
|
||||||
Label@LABEL_TITLE:
|
Label@LABEL_TITLE:
|
||||||
@@ -215,48 +215,55 @@ Container@ROOT:
|
|||||||
Height:25
|
Height:25
|
||||||
Text:Developer Mode
|
Text:Developer Mode
|
||||||
Align:Center
|
Align:Center
|
||||||
Checkbox@SETTINGS_CHECKBOX_SHROUD
|
Checkbox@CHECKBOX_SHROUD
|
||||||
Id:SETTINGS_CHECKBOX_SHROUD
|
Id:CHECKBOX_SHROUD
|
||||||
X:30
|
X:30
|
||||||
Y:50
|
Y:50
|
||||||
Height:20
|
Height:20
|
||||||
Width:PARENT_RIGHT - 30
|
Width:PARENT_RIGHT - 30
|
||||||
Text:Disable Shroud
|
Text:Disable Shroud
|
||||||
Checkbox@SETTINGS_CHECKBOX_UNITDEBUG:
|
Checkbox@CHECKBOX_UNITDEBUG:
|
||||||
Id:SETTINGS_CHECKBOX_UNITDEBUG
|
Id:CHECKBOX_UNITDEBUG
|
||||||
X:30
|
X:30
|
||||||
Y:80
|
Y:80
|
||||||
Width:PARENT_RIGHT - 30
|
Width:PARENT_RIGHT - 30
|
||||||
Height:20
|
Height:20
|
||||||
Text:Show Occupied Cells
|
Text:Show Occupied Cells
|
||||||
Checkbox@SETTINGS_CHECKBOX_PATHDEBUG:
|
Checkbox@CHECKBOX_PATHDEBUG:
|
||||||
Id:SETTINGS_CHECKBOX_PATHDEBUG
|
Id:CHECKBOX_PATHDEBUG
|
||||||
X:30
|
X:30
|
||||||
Y:110
|
Y:110
|
||||||
Width:PARENT_RIGHT - 30
|
Width:PARENT_RIGHT - 30
|
||||||
Height:20
|
Height:20
|
||||||
Text:Show Unit Paths
|
Text:Show Unit Paths
|
||||||
Button@SETTINGS_GIVE_CASH
|
Button@GIVE_CASH
|
||||||
Id:SETTINGS_GIVE_CASH
|
Id:GIVE_CASH
|
||||||
X:30
|
X:30
|
||||||
Y:140
|
Y:140
|
||||||
Width:200
|
Width:200
|
||||||
Height:20
|
Height:20
|
||||||
Text: Give Cash
|
Text: Give Cash
|
||||||
Checkbox@SETTINGS_BUILD_SPEED
|
Checkbox@INSTANT_BUILD
|
||||||
Id:SETTINGS_BUILD_SPEED
|
Id:INSTANT_BUILD
|
||||||
X:30
|
X:30
|
||||||
Y:170
|
Y:170
|
||||||
Width:PARENT_RIGHT - 30
|
Width:PARENT_RIGHT - 30
|
||||||
Height:20
|
Height:20
|
||||||
Text:Instant Build Speed
|
Text:Instant Build Speed
|
||||||
Checkbox@SETTINGS_CHARGE_TIME
|
Checkbox@INSTANT_CHARGE
|
||||||
Id:SETTINGS_CHARGE_TIME
|
Id:INSTANT_CHARGE
|
||||||
X:30
|
X:30
|
||||||
Y:200
|
Y:200
|
||||||
Width:PARENT_RIGHT - 30
|
Width:PARENT_RIGHT - 30
|
||||||
Height:20
|
Height:20
|
||||||
Text:Instant Charge Time (Special Powers)
|
Text:Instant Charge Time (Special Powers)
|
||||||
|
Checkbox@ENABLE_TECH
|
||||||
|
Id:ENABLE_TECH
|
||||||
|
X:30
|
||||||
|
Y:230
|
||||||
|
Width:PARENT_RIGHT - 30
|
||||||
|
Height:20
|
||||||
|
Text:Build Everything
|
||||||
Background@FMVPLAYER:
|
Background@FMVPLAYER:
|
||||||
Id:FMVPLAYER
|
Id:FMVPLAYER
|
||||||
Width:WINDOW_RIGHT
|
Width:WINDOW_RIGHT
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
FACT:
|
FACT:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
|
-Buildable:
|
||||||
Valued:
|
Valued:
|
||||||
Cost: 2000
|
Cost: 2000
|
||||||
Tooltip:
|
Tooltip:
|
||||||
@@ -83,6 +84,7 @@ PROC.proxy:
|
|||||||
|
|
||||||
PROC:
|
PROC:
|
||||||
Inherits: ^Building
|
Inherits: ^Building
|
||||||
|
-Buildable:
|
||||||
Valued:
|
Valued:
|
||||||
Cost: 1700
|
Cost: 1700
|
||||||
Tooltip:
|
Tooltip:
|
||||||
|
|||||||
Reference in New Issue
Block a user