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RebuildTab3Subtypes.cpp
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137 lines (108 loc) · 3.3 KB
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#include "RebuildTab3Subtypes.h"
#include <Utilities/GeneralUtils.h>
#include <Ext/House/Body.h>
#include <HouseClass.h>
#include <EventClass.h>
#include <SidebarClass.h>
// Helper: issue a Produce event for a tracked subtype and focus sidebar to tab 3.
static void ExecuteRebuildSubtype(int typeIndex, AbstractType rtti, bool isNaval)
{
auto const pPlayer = HouseClass::CurrentPlayer;
if (!pPlayer)
return;
if (typeIndex < 0)
return;
if (SidebarClass::Instance.IsSidebarActive)
{
SidebarClass::Instance.ActiveTabIndex = 3;
SidebarClass::Instance.SidebarNeedsRepaint();
}
EventClass::OutList.Add(EventClass(
pPlayer->ArrayIndex,
EventType::Produce,
static_cast<int>(rtti),
typeIndex,
isNaval ? TRUE : FALSE
));
}
// --- RebuildVehicle (non-naval UnitType) ---
const char* RebuildVehicleCommandClass::GetName() const
{
return "RebuildVehicleOnly";
}
const wchar_t* RebuildVehicleCommandClass::GetUIName() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildVehicleOnly", L"Rebuild Vehicle");
}
const wchar_t* RebuildVehicleCommandClass::GetUICategory() const
{
return CATEGORY_INTERFACE;
}
const wchar_t* RebuildVehicleCommandClass::GetUIDescription() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildVehicleOnly_Desc", L"Re-queue the last produced ground vehicle (non-naval).");
}
void RebuildVehicleCommandClass::Execute(WWKey eInput) const
{
auto const pPlayer = HouseClass::CurrentPlayer;
if (!pPlayer)
return;
auto const pExt = HouseExt::ExtMap.Find(pPlayer);
if (!pExt)
return;
ExecuteRebuildSubtype(pExt->LastBuiltVehicleTypeIndex, pExt->LastBuiltVehicleRTTI, false);
}
// --- RebuildAircraft (AircraftType) ---
const char* RebuildAircraftCommandClass::GetName() const
{
return "RebuildAircraft";
}
const wchar_t* RebuildAircraftCommandClass::GetUIName() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildAircraft", L"Rebuild Aircraft");
}
const wchar_t* RebuildAircraftCommandClass::GetUICategory() const
{
return CATEGORY_INTERFACE;
}
const wchar_t* RebuildAircraftCommandClass::GetUIDescription() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildAircraft_Desc", L"Re-queue the last produced aircraft.");
}
void RebuildAircraftCommandClass::Execute(WWKey eInput) const
{
auto const pPlayer = HouseClass::CurrentPlayer;
if (!pPlayer)
return;
auto const pExt = HouseExt::ExtMap.Find(pPlayer);
if (!pExt)
return;
ExecuteRebuildSubtype(pExt->LastBuiltAircraftTypeIndex, pExt->LastBuiltAircraftRTTI, false);
}
// --- RebuildNaval (naval UnitType) ---
const char* RebuildNavalCommandClass::GetName() const
{
return "RebuildNaval";
}
const wchar_t* RebuildNavalCommandClass::GetUIName() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildNaval", L"Rebuild Naval");
}
const wchar_t* RebuildNavalCommandClass::GetUICategory() const
{
return CATEGORY_INTERFACE;
}
const wchar_t* RebuildNavalCommandClass::GetUIDescription() const
{
return GeneralUtils::LoadStringUnlessMissing("RebuildNaval_Desc", L"Re-queue the last produced naval unit.");
}
void RebuildNavalCommandClass::Execute(WWKey eInput) const
{
auto const pPlayer = HouseClass::CurrentPlayer;
if (!pPlayer)
return;
auto const pExt = HouseExt::ExtMap.Find(pPlayer);
if (!pExt)
return;
ExecuteRebuildSubtype(pExt->LastBuiltNavalTypeIndex, pExt->LastBuiltNavalRTTI, true);
}