Formatted all files.

Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
This commit is contained in:
RoosterDragon
2015-01-04 22:09:32 +00:00
parent 6468c0b6e6
commit a6cda967c2
153 changed files with 740 additions and 698 deletions

View File

@@ -17,8 +17,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
"If one builds another actor of this type, he will get a separate queue to create two actors",
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
"If one builds another actor of this type, he will get a separate queue to create two actors",
"at the same time. Will only work together with the Production: trait.")]
public class ProductionQueueInfo : ITraitInfo
{
@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.",
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
@@ -254,70 +254,70 @@ namespace OpenRA.Mods.RA
switch (order.OrderString)
{
case "StartProduction":
{
var unit = self.World.Map.Rules.Actors[order.TargetString];
var bi = unit.Traits.Get<BuildableInfo>();
if (!bi.Queue.Contains(Info.Type))
return; /* Not built by this queue */
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (BuildableItems().All(b => b.Name != order.TargetString))
return; /* you can't build that!! */
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (bi.BuildLimit > 0)
case "StartProduction":
{
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
var unit = self.World.Map.Rules.Actors[order.TargetString];
var bi = unit.Traits.Get<BuildableInfo>();
if (!bi.Queue.Contains(Info.Type))
return; /* Not built by this queue */
if (fromLimit <= 0)
return;
}
var cost = unit.Traits.Contains<ValuedInfo>() ? unit.Traits.Get<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
if (BuildableItems().All(b => b.Name != order.TargetString))
return; /* you can't build that!! */
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (bi.BuildLimit > 0)
{
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
if (fromLimit <= 0)
return;
}
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++)
{
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
}
}
})));
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
}
}
})));
}
break;
}
break;
}
case "PauseProduction":
{
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
case "PauseProduction":
{
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
}
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString, order.ExtraData);
break;
}
case "CancelProduction":
{
CancelProduction(order.TargetString, order.ExtraData);
break;
}
}
}