started working on the Player-Actor.

This commit is contained in:
Bob
2009-12-15 21:58:09 +13:00
parent 9e68f4fb9d
commit ca946ea7cf
8 changed files with 131 additions and 85 deletions

View File

@@ -24,6 +24,9 @@ namespace OpenRa.Game
case "DeliverOre":
case "Harvest":
case "SetRallyPoint":
case "StartProduction":
case "PauseProduction":
case "CancelProduction":
{
foreach( var t in order.Subject.traits.WithInterface<IOrder>() )
t.ResolveOrder( order.Subject, order );
@@ -51,52 +54,6 @@ namespace OpenRa.Game
} );
break;
}
case "StartProduction":
{
string group = Rules.UnitCategory[ order.TargetString ];
var ui = Rules.UnitInfo[ order.TargetString ];
var time = ui.Cost
* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
/ 1000;
time = .08f * time; /* temporary hax so we can build stuff fast for test */
if (!Rules.TechTree.BuildableItems(order.Player, group).Contains(order.TargetString))
return; /* you can't build that!! */
bool hasPlayedSound = false;
order.Player.BeginProduction(group,
new ProductionItem(order.TargetString, (int)time, ui.Cost,
() => Game.world.AddFrameEndTask(
_ =>
{
var isBuilding = group == "Building" || group == "Defense";
if (!hasPlayedSound && order.Player == Game.LocalPlayer)
{
Sound.Play(isBuilding ? "conscmp1.aud" : "unitrdy1.aud");
hasPlayedSound = true;
}
if (!isBuilding)
Game.BuildUnit(order.Player, order.TargetString);
})));
break;
}
case "PauseProduction":
{
var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
if( producing != null && producing.Item == order.TargetString )
producing.Paused = ( order.TargetLocation.X != 0 );
break;
}
case "CancelProduction":
{
var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
if( producing != null && producing.Item == order.TargetString )
order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
break;
}
case "Chat":
{
Game.chat.AddLine(order.Player, order.TargetString);