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Add /produce command
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MustaphaTR committed Feb 13, 2018
1 parent b8447e7 commit 8b2aad5
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Showing 2 changed files with 42 additions and 0 deletions.
12 changes: 12 additions & 0 deletions OpenRA.Mods.Common/Commands/DevCommands.cs
Original file line number Diff line number Diff line change
Expand Up @@ -57,6 +57,7 @@ public void WorldLoaded(World w, WorldRenderer wr)
register("poweroutage", "causes owners of selected actors to have a 5 second power outage.");
register("kill", "kills selected actors.");
register("dispose", "disposes selected actors.");
register("produce", "makes the selected actor produce given actor.");
}

public void InvokeCommand(string name, string arg)
Expand Down Expand Up @@ -153,6 +154,17 @@ public void InvokeCommand(string name, string arg)
world.IssueOrder(new Order("DevDispose", world.LocalPlayer.PlayerActor, Target.FromActor(actor), false));
}

break;

case "produce":
foreach (var actor in world.Selection.Actors)
{
if (actor.IsDead)
continue;

world.IssueOrder(new Order("DevProduce", world.LocalPlayer.PlayerActor, Target.FromActor(actor), false) { TargetString = arg });
}

break;
}
}
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30 changes: 30 additions & 0 deletions OpenRA.Mods.Common/Traits/Player/DeveloperMode.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,8 @@

using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Activities;
using OpenRA.Primitives;
using OpenRA.Traits;

namespace OpenRA.Mods.Common.Traits
Expand Down Expand Up @@ -239,6 +241,34 @@ public void ResolveOrder(Actor self, Order order)
break;
}

case "DevProduce":
{
if (order.Target.Type != TargetType.Actor)
break;

var producer = order.Target.Actor;
var production = producer.TraitsImplementing<Production>().FirstOrDefault();
var actors = self.World.Map.Rules.Actors;
var actorToProduce = actors.Keys.Contains(order.TargetString) ? actors[order.TargetString] : null;

if (production != null && actorToProduce != null)
{
var faction = BuildableInfo.GetInitialFaction(actorToProduce, production.Faction);
var inits = new TypeDictionary
{
new OwnerInit(producer.Owner),
new FactionInit(faction)
};

producer.QueueActivity(new WaitFor(() => production.Produce(producer, actorToProduce, null, inits)));
}

if (actorToProduce == null)
Game.Debug("'{0}' is not a valid actor", order.TargetString);

break;
}

default:
return;
}
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