Fan website of IMMORTAL: Gates of Pyre.
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@inject IJSRuntime JsRuntime;
@inject IBuildOrderService BuildOrderService
@inject IEconomyService EconomyService
@inject IToastService ToastService
@inject ITimingService TimingService
@using System.Data
@implements IDisposable
<FormLayoutComponent>
<FormNumberComponent Max="600"
Min="0"
Value="BuildDelay"
OnChange="@OnBuildingInputDelayChanged">
<FormLabelComponent>Building Input Delay</FormLabelComponent>
<FormInfoComponent>Add a input delay to constructing buildings for simulating worker movement and player micro.</FormInfoComponent>
</FormNumberComponent>
<div class="optionRow">
<FormLayoutComponent>
<FormNumberComponent Max="600"
Min="1"
Value="WaitTime"
OnChange="@OnWaitTimeChanged">
<FormLabelComponent>Wait Time</FormLabelComponent>
</FormNumberComponent>
<ButtonComponent OnClick="OnWaitClicked">Add Wait</ButtonComponent>
</FormLayoutComponent>
<FormLayoutComponent>
<FormNumberComponent Max="2048"
Min="1"
Value="WaitTo"
OnChange="@OnWaitToChanged">
<FormLabelComponent>Wait To</FormLabelComponent>
</FormNumberComponent>
<ButtonComponent OnClick="OnWaitToClicked">Add Wait</ButtonComponent>
</FormLayoutComponent>
</div>
</FormLayoutComponent>
<style>
.optionRow {
display: flex;
gap: 12px;
}
</style>
@code {
private int BuildDelay { get; set; } = 2;
private int WaitTime { get; set; } = 30;
private int WaitTo { get; set; } = 30;
protected override void OnInitialized()
{
TimingService.Subscribe(RefreshDefaults);
RefreshDefaults();
}
void IDisposable.Dispose()
{
TimingService.Unsubscribe(RefreshDefaults);
}
void RefreshDefaults()
{
BuildDelay = TimingService.BuildingInputDelay;
WaitTime = TimingService.WaitTime;
WaitTo = TimingService.WaitTo;
StateHasChanged();
}
void OnBuildingInputDelayChanged(ChangeEventArgs changeEventArgs)
{
TimingService.BuildingInputDelay = int.Parse(changeEventArgs.Value!.ToString()!);
}
void OnWaitTimeChanged(ChangeEventArgs changeEventArgs)
{
TimingService.WaitTime = (int)changeEventArgs.Value!;
WaitTime = (int)changeEventArgs.Value!;
}
void OnWaitToChanged(ChangeEventArgs changeEventArgs)
{
TimingService.WaitTo = (int)changeEventArgs.Value!;
WaitTo = (int)changeEventArgs.Value!;
}
private void OnWaitClicked()
{
if (BuildOrderService.AddWait(WaitTime))
{
EconomyService.Calculate(BuildOrderService, TimingService, BuildOrderService.GetLastRequestInterval());
}
}
private void OnWaitToClicked()
{
if (BuildOrderService.AddWaitTo(WaitTo))
{
EconomyService.Calculate(BuildOrderService, TimingService, BuildOrderService.GetLastRequestInterval());
}
}
protected override bool ShouldRender()
{
#if DEBUG
JsRuntime.InvokeVoidAsync("console.time", "TimingComponent");
#endif
return true;
}
protected override void OnAfterRender(bool firstRender)
{
#if DEBUG
JsRuntime.InvokeVoidAsync("console.timeEnd", "TimingComponent");
#endif
}
}