started working on the Player-Actor.
This commit is contained in:
74
OpenRa.Game/Traits/ProductionQueue.cs
Executable file
74
OpenRa.Game/Traits/ProductionQueue.cs
Executable file
@@ -0,0 +1,74 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits
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{
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class ProductionQueue : IOrder
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{
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public ProductionQueue( Actor self )
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{
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}
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public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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// production isn't done by clicks in the world; the chrome handles it.
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return null;
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}
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public void ResolveOrder( Actor self, Order order )
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{
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switch( order.OrderString )
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{
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case "StartProduction":
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{
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string group = Rules.UnitCategory[ order.TargetString ];
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var ui = Rules.UnitInfo[ order.TargetString ];
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var time = ui.Cost
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* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
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* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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time = .08f * time; /* temporary hax so we can build stuff fast for test */
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if( !Rules.TechTree.BuildableItems( order.Player, group ).Contains( order.TargetString ) )
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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order.Player.BeginProduction( group,
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new ProductionItem( order.TargetString, (int)time, ui.Cost,
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() => Game.world.AddFrameEndTask(
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_ =>
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{
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var isBuilding = group == "Building" || group == "Defense";
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if( !hasPlayedSound && order.Player == Game.LocalPlayer )
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{
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Sound.Play( isBuilding ? "conscmp1.aud" : "unitrdy1.aud" );
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hasPlayedSound = true;
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}
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if( !isBuilding )
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Game.BuildUnit( order.Player, order.TargetString );
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} ) ) );
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break;
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}
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case "PauseProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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}
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}
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}
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}
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