Add support for playing an InsufficientFunds warning

This commit is contained in:
abcdefg30
2016-02-15 13:06:41 +01:00
parent 494f71a8bb
commit be1080f7bd
5 changed files with 89 additions and 1 deletions

View File

@@ -299,6 +299,7 @@
<Compile Include="Traits\Burns.cs" />
<Compile Include="Traits\C4Demolition.cs" />
<Compile Include="Traits\Health.cs" />
<Compile Include="Traits\Player\InsufficientFundsWarning.cs" />
<Compile Include="Traits\PowerTooltip.cs" />
<Compile Include="Traits\VeteranProductionIconOverlay.cs" />
<Compile Include="Traits\Capturable.cs" />

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@@ -0,0 +1,53 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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 COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Provides the player with an audible warning when they run out of money while producing.")]
public class InsufficientFundsWarningInfo : ITraitInfo, Requires<PlayerResourcesInfo>
{
[Desc("The speech to play for the warning.")]
public readonly string Notification = "InsufficientFunds";
public object Create(ActorInitializer init) { return new InsufficientFundsWarning(this); }
}
public class InsufficientFundsWarning : INotifyInsufficientFunds
{
readonly InsufficientFundsWarningInfo info;
bool played;
public InsufficientFundsWarning(InsufficientFundsWarningInfo info)
{
this.info = info;
}
void INotifyInsufficientFunds.InsufficientFunds(Actor self)
{
Game.RunAfterTick(() =>
{
if (played)
return;
played = true;
var owner = self.Owner;
Game.Sound.PlayNotification(self.World.Map.Rules, owner, "Speech", info.Notification, owner.Faction.InternalName);
});
}
void INotifyInsufficientFunds.SufficientFunds(Actor self)
{
played = false;
}
}
}

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@@ -415,8 +415,12 @@ namespace OpenRA.Mods.Common.Traits
public bool Started { get; private set; }
public int Slowdown { get; private set; }
readonly INotifyInsufficientFunds[] insufficientFunds;
readonly Player owner;
readonly PowerManager pm;
bool insufficientFundsPlayed;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
@@ -425,6 +429,8 @@ namespace OpenRA.Mods.Common.Traits
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
owner = queue.Actor.Owner;
insufficientFunds = owner.PlayerActor.TraitsImplementing<INotifyInsufficientFunds>().ToArray();
}
public void Tick(PlayerResources pr)
@@ -435,6 +441,13 @@ namespace OpenRA.Mods.Common.Traits
if (time > 0)
RemainingTime = TotalTime = time;
// Don't play a QueuedAudio notification when we can't start building (because we don't have the money to)
// Also don't play it when the time to build is actually 0 (i.e. normally dev cheats)
// to prevent overlapping with the ReadyAudio notification
var initialCost = RemainingCost / RemainingTime;
if (time != 0 && initialCost != 0 && pr.Cash + pr.Resources > initialCost)
Game.Sound.PlayNotification(owner.World.Map.Rules, owner, "Speech", Queue.Info.QueuedAudio, owner.Faction.InternalName);
Started = true;
}
@@ -459,7 +472,22 @@ namespace OpenRA.Mods.Common.Traits
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame))
{
if (!insufficientFundsPlayed)
{
insufficientFundsPlayed = true;
foreach (var funds in insufficientFunds)
funds.InsufficientFunds(owner.PlayerActor);
}
return;
}
if (insufficientFundsPlayed)
insufficientFundsPlayed = false;
foreach (var funds in insufficientFunds)
funds.SufficientFunds(owner.PlayerActor);
RemainingCost -= costThisFrame;
RemainingTime -= 1;

View File

@@ -124,4 +124,11 @@ namespace OpenRA.Mods.Common.Traits
bool AdjacentWallCanConnect(Actor self, CPos wallLocation, string wallType, out CVec facing);
void SetDirty();
}
[RequireExplicitImplementation]
interface INotifyInsufficientFunds
{
void InsufficientFunds(Actor self);
void SufficientFunds(Actor self);
}
}

View File

@@ -233,7 +233,6 @@ namespace OpenRA.Mods.Common.Widgets
{
// Queue a new item
Game.Sound.Play(TabClick);
Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Faction.InternalName);
World.IssueOrder(Order.StartProduction(CurrentQueue.Actor, icon.Name, handleCount));
return true;
}