PlaceBuilding order is now handled by the player, not in UnitOrders.

This commit is contained in:
Bob
2010-01-18 14:10:53 +13:00
parent 7c1cd29e87
commit c62944e492
5 changed files with 56 additions and 37 deletions

View File

@@ -229,6 +229,7 @@
<Compile Include="Traits\LightPaletteRotator.cs" />
<Compile Include="Traits\LimitedAmmo.cs" />
<Compile Include="Traits\Passenger.cs" />
<Compile Include="Traits\PlaceBuilding.cs" />
<Compile Include="Traits\ProvidesRadar.cs" />
<Compile Include="Traits\Repairable.cs" />
<Compile Include="Traits\Reservable.cs" />

View File

@@ -12,27 +12,6 @@ namespace OpenRa.Orders
{
switch( order.OrderString )
{
case "PlaceBuilding":
{
Game.world.AddFrameEndTask( _ =>
{
var queue = order.Player.PlayerActor.traits.Get<ProductionQueue>();
var unit = Rules.ActorInfo[ order.TargetString ];
var producing = queue.CurrentItem(unit.Category);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
Game.world.CreateActor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( unit.Traits.Get<BuildingInfo>() ), order.Player );
if (order.Player == Game.LocalPlayer)
{
Sound.Play("placbldg.aud");
Sound.Play("build5.aud");
}
queue.FinishProduction(unit.Category);
} );
break;
}
case "Chat":
{
Game.chat.AddLine(order.Player, order.TargetString);

View File

@@ -0,0 +1,37 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.GameRules;
namespace OpenRa.Traits
{
class PlaceBuildingInfo : StatelessTraitInfo<PlaceBuilding> { }
class PlaceBuilding : IResolveOrder
{
public void ResolveOrder( Actor self, Order order )
{
if( order.OrderString == "PlaceBuilding" )
{
Game.world.AddFrameEndTask( _ =>
{
var queue = self.traits.Get<ProductionQueue>();
var unit = Rules.ActorInfo[ order.TargetString ];
var producing = queue.CurrentItem(unit.Category);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
Game.world.CreateActor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( unit.Traits.Get<BuildingInfo>() ), order.Player );
if (order.Player == Game.LocalPlayer)
{
Sound.Play("placbldg.aud");
Sound.Play("build5.aud");
}
queue.FinishProduction(unit.Category);
} );
}
}
}
}

View File

@@ -1,5 +1,6 @@
Player:
ProductionQueue:
PlaceBuilding:
World:
WaterPaletteRotation:

View File

@@ -1,5 +1,6 @@
Player:
ProductionQueue:
PlaceBuilding:
World:
WaterPaletteRotation: