Configurable batch size when training units. Patch by Sandarac, fixes #4059.

This was SVN commit r18421.
This commit is contained in:
elexis 2016-06-22 11:13:40 +00:00
parent 70417715be
commit 2735494a92
3 changed files with 10 additions and 1 deletions

View file

@ -330,6 +330,7 @@ limitfps = true ; Limit FPS in the menus and loading screen
attacknotificationmessage = true ; Show attack notification messages
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
timeelapsedcounter = false ; Show the game duration in the top right corner
batchtrainingsize = 5 ; Number of units to be trained per batch (when pressing the hotkey)
[gui.session.minimap]
blinkduration = 1.7 ; The blink duration while pinging

View file

@ -84,6 +84,12 @@
"label": "Observer Limit",
"tooltip": "Prevent further observer from joining if the limit is reached",
"parameters": { "config": "network.observerlimit", "min": 0, "max": 16 }
},
{
"type": "number",
"label": "Batch Training Size",
"tooltip": "Number of units trained per batch",
"parameters": { "config": "gui.session.batchtrainingsize", "min": 1, "max": 20 }
}
],
"graphicsSetting":

View file

@ -1262,7 +1262,6 @@ var batchTrainingEntities;
var batchTrainingType;
var batchTrainingCount;
var batchTrainingEntityAllowedCount;
const batchIncrementSize = 5;
function flushTrainingBatch()
{
@ -1372,6 +1371,8 @@ function addTrainingToQueue(selection, trainEntType, playerState)
if (!decrement)
var template = GetTemplateData(trainEntType);
let batchIncrementSize = +Engine.ConfigDB_GetValue("user", "gui.session.batchtrainingsize");
if (Engine.HotkeyIsPressed("session.batchtrain") && batchTrainingPossible)
{
if (inputState == INPUT_BATCHTRAINING)
@ -1455,6 +1456,7 @@ function addResearchToQueue(entity, researchType)
// the training button with shift down
function getTrainingBatchStatus(playerState, entity, trainEntType, selection)
{
let batchIncrementSize = +Engine.ConfigDB_GetValue("user", "gui.session.batchtrainingsize");
var appropriateBuildings = [entity];
if (selection && selection.indexOf(entity) != -1)
appropriateBuildings = getBuildingsWhichCanTrainEntity(selection, trainEntType);