Fix style errors in ProductionQueue.cs

This commit is contained in:
abcdefg30
2016-01-16 14:09:59 +01:00
parent 3106336c6a
commit fdfea2f0fb

View File

@@ -249,66 +249,61 @@ namespace OpenRA.Mods.Common.Traits
switch (order.OrderString)
{
case "StartProduction":
var unit = rules.Actors[order.TargetString];
var bi = unit.TraitInfo<BuildableInfo>();
// Not built by this queue
if (!bi.Queue.Contains(Info.Type))
return;
var cost = unit.HasTraitInfo<ValuedInfo>() ? unit.TraitInfo<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
// You can't build that
if (BuildableItems().All(b => b.Name != order.TargetString))
return;
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (!developerMode.AllTech && bi.BuildLimit > 0)
{
var unit = rules.Actors[order.TargetString];
var bi = unit.TraitInfo<BuildableInfo>();
if (!bi.Queue.Contains(Info.Type))
return; /* Not built by this queue */
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
var cost = unit.HasTraitInfo<ValuedInfo>() ? unit.TraitInfo<ValuedInfo>().Cost : 0;
var time = GetBuildTime(order.TargetString);
if (fromLimit <= 0)
return;
}
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 (!developerMode.AllTech && bi.BuildLimit > 0)
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(_ =>
{
var inQueue = queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
fromLimit = bi.BuildLimit - (inQueue + owned);
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
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(_ =>
if (isBuilding && !hasPlayedSound)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!isBuilding)
{
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!isBuilding)
{
if (BuildUnit(order.TargetString))
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!hasPlayedSound && time > 0)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
}
})));
}
break;
if (BuildUnit(order.TargetString))
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
else if (!hasPlayedSound && time > 0)
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
}
})));
}
break;
case "PauseProduction":
{
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
}
if (queue.Count > 0 && queue[0].Item == order.TargetString)
queue[0].Pause(order.ExtraData != 0);
break;
case "CancelProduction":
{
CancelProduction(order.TargetString, order.ExtraData);
break;
}
CancelProduction(order.TargetString, order.ExtraData);
break;
}
}