Remove IDisable for good

This commit is contained in:
reaperrr
2017-11-19 18:12:55 +01:00
committed by Paul Chote
parent c1cba4ecc1
commit 01a88862b3
7 changed files with 22 additions and 113 deletions

View File

@@ -75,7 +75,6 @@ namespace OpenRA
readonly IRenderModifier[] renderModifiers;
readonly IRender[] renders;
readonly IMouseBounds[] mouseBounds;
readonly IDisable[] disables;
readonly IVisibilityModifier[] visibilityModifiers;
readonly IDefaultVisibility defaultVisibility;
@@ -116,7 +115,6 @@ namespace OpenRA
renderModifiers = TraitsImplementing<IRenderModifier>().ToArray();
renders = TraitsImplementing<IRender>().ToArray();
mouseBounds = TraitsImplementing<IMouseBounds>().ToArray();
disables = TraitsImplementing<IDisable>().ToArray();
visibilityModifiers = TraitsImplementing<IVisibilityModifier>().ToArray();
defaultVisibility = Trait<IDefaultVisibility>();
Targetables = TraitsImplementing<ITargetable>().ToArray();
@@ -325,18 +323,6 @@ namespace OpenRA
health.Kill(this, attacker);
}
/// <summary>
/// DEPRECATED! See <see cref="http://bugs.openra.net/10237"/>. Use conditional traits and IsTraitDisabled instead.
/// </summary>
public bool IsDisabled()
{
// PERF: Avoid LINQ.
foreach (var disable in disables)
if (disable.Disabled)
return true;
return false;
}
public bool CanBeViewedByPlayer(Player player)
{
// PERF: Avoid LINQ.

View File

@@ -189,7 +189,6 @@ namespace OpenRA.Traits
}
public interface IDisabledTrait { bool IsTraitDisabled { get; } }
public interface IDisable { bool Disabled { get; } }
public interface IDefaultVisibilityInfo : ITraitInfoInterface { }
public interface IDefaultVisibility { bool IsVisible(Actor self, Player byPlayer); }

View File

@@ -507,7 +507,6 @@
<Compile Include="Traits\Turreted.cs" />
<Compile Include="Traits\ProducibleWithLevel.cs" />
<Compile Include="Traits\Conditions\GrantConditionOnDeploy.cs" />
<Compile Include="Traits\Conditions\DisableOnCondition.cs" />
<Compile Include="Traits\Conditions\ConditionalTrait.cs" />
<Compile Include="Traits\Conditions\PausableConditionalTrait.cs" />
<Compile Include="Traits\Conditions\ProximityExternalCondition.cs" />
@@ -796,7 +795,6 @@
<Compile Include="UtilityCommands\OutputResolvedWeaponsCommand.cs" />
<Compile Include="Traits\RevealOnDeath.cs" />
<Compile Include="Traits\RevealOnFire.cs" />
<Compile Include="Traits\Conditions\GrantConditionOnDisabled.cs" />
<Compile Include="Traits\World\ActorMap.cs" />
<Compile Include="Traits\World\TerrainTunnelLayer.cs" />
<Compile Include="Traits\World\TerrainTunnel.cs" />

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@@ -1,29 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Disable the actor when this trait is enabled by a condition.")]
public class DisableOnConditionInfo : ConditionalTraitInfo
{
public override object Create(ActorInitializer init) { return new DisableOnCondition(this); }
}
public class DisableOnCondition : ConditionalTrait<DisableOnConditionInfo>, IDisable
{
public DisableOnCondition(DisableOnConditionInfo info)
: base(info) { }
public bool Disabled { get { return !IsTraitDisabled; } }
}
}

View File

@@ -1,65 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Applies a condition to the actor when it is disabled.",
"This is a temporary shim to help migration away from the legacy IDisable code")]
public class GrantConditionOnDisabledInfo : ITraitInfo
{
[FieldLoader.Require]
[GrantedConditionReference]
[Desc("Condition to grant.")]
public readonly string Condition = null;
public object Create(ActorInitializer init) { return new GrantConditionOnDisabled(this); }
}
public class GrantConditionOnDisabled : INotifyCreated, ITick
{
readonly GrantConditionOnDisabledInfo info;
ConditionManager conditionManager;
int conditionToken = ConditionManager.InvalidConditionToken;
public GrantConditionOnDisabled(GrantConditionOnDisabledInfo info)
{
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
conditionManager = self.TraitOrDefault<ConditionManager>();
// Set initial disabled state
Tick(self);
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected void Tick(Actor self)
{
if (conditionManager == null)
return;
var disabled = self.IsDisabled();
if (disabled && conditionToken == ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.GrantCondition(self, info.Condition);
else if (!disabled && conditionToken != ConditionManager.InvalidConditionToken)
conditionToken = conditionManager.RevokeCondition(self, conditionToken);
}
}
}

View File

@@ -1547,6 +1547,28 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
// Removed IDisable interface and all remaining usages
if (engineVersion < 20171119)
{
var doc = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("DisableOnCondition", StringComparison.Ordinal));
if (doc != null)
{
Console.WriteLine("Actor.IsDisabled has been removed in favor of pausing/disabling traits via conditions.");
Console.WriteLine("DisableOnCondition was a stop-gap solution that has been removed along with it.");
Console.WriteLine("You'll have to use RequiresCondition or PauseOnCondition on individual traits to 'disable' actors.");
node.Value.Nodes.Remove(doc);
}
var grant = node.Value.Nodes.FirstOrDefault(n => n.Key.StartsWith("GrantConditionOnDisabled", StringComparison.Ordinal));
if (grant != null)
{
Console.WriteLine("Actor.IsDisabled has been removed in favor of pausing/disabling traits via conditions.");
Console.WriteLine("GrantConditionOnDisabled was a stop-gap solution that has been removed along with it.");
Console.WriteLine("You'll have to use RequiresCondition or PauseOnCondition on individual traits to 'disable' actors.");
node.Value.Nodes.Remove(grant);
}
}
UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
}

View File

@@ -92,8 +92,6 @@
WithColoredOverlay@EMPDISABLE:
RequiresCondition: empdisable
Palette: disabled
DisableOnCondition@EMPDISABLE:
RequiresCondition: empdisable
TimedConditionBar@EMPDISABLE:
Condition: empdisable
Color: FFFFFF