Matthias Mailänder
fcca5a7683
StyleCop
2014-04-20 15:05:43 +02:00
Stephen Holdaway
bd077d337f
Set ProductionItem build time when building starts
...
The build time for a unit/structure was previously set at the time that
item was added to a production queue. This meant modifiers of the
production time (multiple production facilities in ClassicProductionQueue
or "instant build" in debug) were not applied to items already in a queue.
This change modifies ProductionQueue so that build time is set at the
instant an item starts building (reaches the front of it's queue). This was
done primarily to make the production bonuses in ClassicProductionQueue
more apparent, though it also makes the "instant build" debug option more
responsive when items are queued prior to enabling.
2014-03-09 14:56:54 +13:00
Kanar
aace7ca607
Disables "building"-speech when nothing more can be built
2014-01-18 22:42:05 +01:00
Chris Forbes
401ffaff17
rename BuildSpeedModifier back to BuildSpeed
2013-07-10 16:34:43 +12:00
Scott_NZ
a25aa23805
radoc tidy
2013-03-22 18:12:47 +13:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
...
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Matthias Mailänder
6d6664d930
make classic production queue speedup less error prone
...
- avoid float modifiers because of rounding errors and desync
- try not to crash when the last production building is gone
- don't do LINQ queries on selfsame buildings if not required
2013-03-12 12:49:16 +01:00
Matthias Mailänder
f3e0ff8758
fix #2709 CustomBuildTimeValue should not desync
...
remove redundant code by outsourcing raw build time calculation
2013-03-08 09:40:11 +01:00
Matthias Mailänder
ecd4ff68a4
speed up production if multiple buildings of the same type exist
2013-03-08 09:40:07 +01:00
Carko
a51c5fd9ca
Added Buildable->BuildLimit option to limit the number of actors a player can build of the type
2013-01-09 07:54:01 +13:00
Chris Forbes
61e548151b
clear queue-per-building production queue on mcv repack
2012-09-23 18:00:06 +12:00
Matthias Mailänder
36fbddbb5c
fix d2k production queues
...
ClassicProductionQueue gets support for new notification system
d2k now uses the ClassicProductionQueue system to avoid spamming
Starport has cheaper threshold prices
adds a new production queue but has long delivery times
also no starport price fluctuation to improve balancing
2012-07-20 23:05:28 +02:00
Matthias Mailänder
ed6a625c69
nonstandard build time value for a cnc classic mod fixes #2164
...
remove the testcase in structures.yaml if unwanted for cnc mod
2012-06-28 13:10:41 +12:00
James Dunne
9c49143534
New types for cell and pixel coordinate position/vectors.
2012-06-21 15:36:59 -05:00
Chris Forbes
10c1b996ed
tidy up disabled handling
2012-04-06 19:34:43 +12:00
Chris Forbes
2566b44627
preserve whole CountryInfo object in ProductionQueue
2011-10-15 13:46:36 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Paul Chote
9270c9c6b7
Don't clear RA production queues whenever anything dies.
2011-07-25 22:23:21 +12:00
Paul Chote
9b96bfb33b
Fix #931 ("Unit Ready" played when a production structure is destroyed).
2011-07-25 22:23:16 +12:00
Paul Chote
2049030ad4
Show remaining build time, remove unnecessary calculations from production palette
2011-07-14 20:29:13 +12:00
Paul Chote
c76811c5e1
Rewrite production tabs (again): Avoid doing a pile of work every tick; support multiple queue types grouped under one category; Tab numbering is sticky.
2011-07-03 01:48:14 +12:00
Paul Chote
0236dd04ae
Work around capturable tech bug.
2011-06-30 20:17:49 +12:00
Chris Forbes
b12a35af4c
more trivial cleanups
2011-05-22 20:36:25 +12:00
Chris Forbes
ea32b1bc6d
remove a bunch of trait lookups for PlayerResources
2011-05-04 18:40:33 +12:00
Paul Chote
b0425aff3b
Renormalize line endings and fix copyright headers again.
2011-04-07 21:15:42 +12:00
Chris Forbes
786eafd7fa
fix ra production (oops)
2011-02-15 08:28:50 +13:00
Chris Forbes
99bbd0ec7a
fixup bogus non-reinit of Producable in ProductionQueue; make initial race of a building sticky
2011-02-15 08:02:56 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Paul Chote
451e06190f
Sync harvester contents. Add ISync to ProductionQueue.
2011-02-03 08:27:35 +13:00
Paul Chote
bf2f3cacd9
Sync ProductionQueue
2011-02-02 10:33:33 +13:00
Paul Chote
ccf04240cf
Fix some more cases of stale Player references after capture.
2011-01-30 17:35:40 +13:00
Paul Chote
d45db9eb9c
Shift production audio onto ProductionQueue.
2011-01-29 12:58:56 +13:00
Paul Chote
8264c6c8dc
Play "Unable to build more" eva when the production exit is blocked. Also fixes #484 .
2011-01-08 13:15:30 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Chris Forbes
e32e060d37
(gecko) make production queue content accessible to mod code
2010-11-05 19:48:29 +13:00
Paul Chote
9c944924de
Fix a pile of compile warnings and debug log spam. Fix <playername> (Dead) in chat
2010-10-14 19:40:00 +13:00
Bob
17990ab8b7
move LobbyInfo onto OrderManager
2010-10-12 17:24:00 +13:00
Chris Forbes
b905d343af
fix mishandled CancelProduction
2010-10-11 19:37:45 +13:00
Paul Chote
fd34f2ba99
Fix #225 and some other uses of a.IsInWorld / a.IsDead()
2010-10-08 10:56:50 +13:00
max621
44fe0396bb
Added shift+right click on build menu cancels 5 orders. Added ctrl+shift+right click on build menu cancels all orders
2010-10-07 18:23:26 +13:00
Bob
aff6889995
moved traits from engine into mod
2010-09-20 20:58:42 +12:00