add ReservableProduction, to start fixing afld behavior.

This commit is contained in:
Chris Forbes
2010-08-01 11:57:33 +12:00
parent a0ca52491e
commit 97e43cfe40
3 changed files with 37 additions and 3 deletions

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -98,6 +98,7 @@
<Compile Include="Render\RenderBuildingTurreted.cs" />
<Compile Include="Render\RenderUnit.cs" />
<Compile Include="Render\RenderUnitTurreted.cs" />
<Compile Include="ReservableProduction.cs" />
<Compile Include="SupportPowers\AirstrikePower.cs" />
<Compile Include="AttackFrontal.cs" />
<Compile Include="AttackHeli.cs" />

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@@ -0,0 +1,33 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
// a small hack to teach Production about Reservable.
public class ReservableProductionInfo : ProductionInfo, ITraitPrerequisite<ReservableInfo>
{
public override object Create(ActorInitializer init) { return new ReservableProduction(); }
}
class ReservableProduction : Production
{
public override bool Produce(Actor self, OpenRA.GameRules.ActorInfo producee)
{
if (Reservable.IsReserved(self))
return false;
return base.Produce(self, producee);
}
}
}

View File

@@ -556,7 +556,7 @@ HPAD:
RevealsShroud:
Range: 5
Bib:
Production:
ReservableProduction:
SpawnOffset: 0,-4
Produces: Plane
BelowUnits:
@@ -583,7 +583,7 @@ AFLD:
Armor: heavy
RevealsShroud:
Range: 7
Production:
ReservableProduction:
Produces: Plane
BelowUnits:
Reservable: