Add an option to guarantee actors on sell

This commit is contained in:
Gustas
2022-12-01 16:20:04 +02:00
committed by Matthias Mailänder
parent b1ffe0edd5
commit 34543e2952

View File

@@ -24,9 +24,13 @@ namespace OpenRA.Mods.Common.Traits
[ActorReference]
[FieldLoader.Require]
[Desc("Actor types to spawn on sell. Be sure to use lowercase.")]
[Desc("Actor types to spawn on sell, amount and type based on ValuePercent. Be sure to use lowercase.")]
public readonly string[] ActorTypes = null;
[ActorReference]
[Desc("Actors to spawn on sell. Be sure to use lowercase.")]
public readonly string[] GuaranteedActorTypes = null;
[Desc("Spawns actors only if the selling player's faction is in this list. " +
"Leave empty to allow all factions by default.")]
public readonly HashSet<string> Factions = new HashSet<string>();
@@ -72,6 +76,42 @@ namespace OpenRA.Mods.Common.Traits
}
var eligibleLocations = buildingInfo.Tiles(self.Location).ToList();
if (eligibleLocations.Count == 0)
return;
var guaranteedActorTypes = Info.GuaranteedActorTypes?.Select(a =>
{
var av = self.World.Map.Rules.Actors[a].TraitInfoOrDefault<ValuedInfo>();
return new
{
Name = a,
Cost = av?.Cost ?? 0
};
}).ToList();
if (guaranteedActorTypes != null)
{
while (eligibleLocations.Count > 0 && guaranteedActorTypes.Count > 0)
{
var at = guaranteedActorTypes.Random(self.World.SharedRandom);
var loc = eligibleLocations.Random(self.World.SharedRandom);
eligibleLocations.Remove(loc);
guaranteedActorTypes.Remove(at);
dudesValue -= at.Cost;
self.World.AddFrameEndTask(w => w.CreateActor(at.Name, new TypeDictionary
{
new LocationInit(loc),
new OwnerInit(self.Owner),
}));
}
}
if (eligibleLocations.Count == 0)
return;
var actorTypes = Info.ActorTypes.Select(a =>
{
var av = self.World.Map.Rules.Actors[a].TraitInfoOrDefault<ValuedInfo>();