Add Checkbox/Dropdown to lobby options yaml fields.

This commit is contained in:
Paul Chote
2017-12-09 21:02:56 +00:00
committed by reaperrr
parent ea32c758eb
commit 36fccbc453
28 changed files with 333 additions and 226 deletions

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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
// Explore map-placed actors if the "Explore Map" option is enabled
var shroudInfo = init.World.Map.Rules.Actors["player"].TraitInfo<ShroudInfo>();
var exploredMap = init.World.LobbyInfo.GlobalSettings.OptionOrDefault("explored", shroudInfo.ExploredMapEnabled);
var exploredMap = init.World.LobbyInfo.GlobalSettings.OptionOrDefault("explored", shroudInfo.ExploredMapCheckboxEnabled);
startsRevealed = exploredMap && init.Contains<SpawnedByMapInit>() && !init.Contains<HiddenUnderFogInit>();
var buildingInfo = init.Self.Info.TraitInfoOrDefault<BuildingInfo>();
var footprintCells = buildingInfo != null ? buildingInfo.FrozenUnderFogTiles(init.Self.Location).ToList() : new List<CPos>() { init.Self.Location };

View File

@@ -20,23 +20,23 @@ namespace OpenRA.Mods.Common.Traits
{
[Translate]
[Desc("Descriptive label for the developer mode checkbox in the lobby.")]
public readonly string Label = "Debug Menu";
public readonly string CheckboxLabel = "Debug Menu";
[Translate]
[Desc("Tooltip description for the developer mode checkbox in the lobby.")]
public readonly string Description = "Enables cheats and developer commands";
public readonly string CheckboxDescription = "Enables cheats and developer commands";
[Desc("Default value of the developer mode checkbox in the lobby.")]
public readonly bool Enabled = false;
public readonly bool CheckboxEnabled = false;
[Desc("Prevent the developer mode state from being changed in the lobby.")]
public readonly bool Locked = false;
public readonly bool CheckboxLocked = false;
[Desc("Whether to display the developer mode checkbox in the lobby.")]
public readonly bool Visible = true;
public readonly bool CheckboxVisible = true;
[Desc("Display order for the developer mode checkbox in the lobby.")]
public readonly int DisplayOrder = 0;
public readonly int CheckboxDisplayOrder = 0;
[Desc("Default cash bonus granted by the give cash cheat.")]
public readonly int Cash = 20000;
@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("cheats", Label, Description, Visible, DisplayOrder, Enabled, Locked);
yield return new LobbyBooleanOption("cheats", CheckboxLabel, CheckboxDescription, CheckboxVisible, CheckboxDisplayOrder, CheckboxEnabled, CheckboxLocked);
}
public object Create(ActorInitializer init) { return new DeveloperMode(this); }
@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
Enabled = self.World.LobbyInfo.NonBotPlayers.Count() == 1 || self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("cheats", info.Enabled);
.OptionOrDefault("cheats", info.CheckboxEnabled);
}
public void ResolveOrder(Actor self, Order order)

View File

@@ -23,23 +23,23 @@ namespace OpenRA.Mods.Common.Traits
{
[Translate]
[Desc("Descriptive label for the crates checkbox in the lobby.")]
public readonly string Label = "Crates";
public readonly string CheckboxLabel = "Crates";
[Translate]
[Desc("Tooltip description for the crates checkbox in the lobby.")]
public readonly string Description = "Collect crates with units to recieve random bonuses or penalties";
public readonly string CheckboxDescription = "Collect crates with units to recieve random bonuses or penalties";
[Desc("Default value of the crates checkbox in the lobby.")]
public readonly bool Enabled = true;
public readonly bool CheckboxEnabled = true;
[Desc("Prevent the crates state from being changed in the lobby.")]
public readonly bool Locked = false;
public readonly bool CheckboxLocked = false;
[Desc("Whether to display the crates checkbox in the lobby.")]
public readonly bool Visible = true;
public readonly bool CheckboxVisible = true;
[Desc("Display order for the crates checkbox in the lobby.")]
public readonly int DisplayOrder = 0;
public readonly int CheckboxDisplayOrder = 0;
[Desc("Minimum number of crates.")]
public readonly int Minimum = 1;
@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Traits
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("crates", Label, Description, Visible, DisplayOrder, Enabled, Locked);
yield return new LobbyBooleanOption("crates", CheckboxLabel, CheckboxDescription, CheckboxVisible, CheckboxDisplayOrder, CheckboxEnabled, CheckboxLocked);
}
public object Create(ActorInitializer init) { return new CrateSpawner(init.Self, this); }
@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
enabled = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("crates", info.Enabled);
.OptionOrDefault("crates", info.CheckboxEnabled);
}
void ITick.Tick(Actor self)

View File

@@ -19,51 +19,51 @@ namespace OpenRA.Mods.Common.Traits
{
[Translate]
[Desc("Descriptive label for the ally build radius checkbox in the lobby.")]
public readonly string AllyBuildRadiusLabel = "Build off Allies";
public readonly string AllyBuildRadiusCheckboxLabel = "Build off Allies";
[Translate]
[Desc("Tooltip description for the ally build radius checkbox in the lobby.")]
public readonly string AllyBuildRadiusDescription = "Allow allies to place structures inside your build area";
public readonly string AllyBuildRadiusCheckboxDescription = "Allow allies to place structures inside your build area";
[Desc("Default value of the ally build radius checkbox in the lobby.")]
public readonly bool AllyBuildRadiusEnabled = true;
public readonly bool AllyBuildRadiusCheckboxEnabled = true;
[Desc("Prevent the ally build radius state from being changed in the lobby.")]
public readonly bool AllyBuildRadiusLocked = false;
public readonly bool AllyBuildRadiusCheckboxLocked = false;
[Desc("Whether to display the ally build radius checkbox in the lobby.")]
public readonly bool AllyBuildRadiusVisible = true;
public readonly bool AllyBuildRadiusCheckboxVisible = true;
[Desc("Display order for the ally build radius checkbox in the lobby.")]
public readonly int AllyBuildRadiusDisplayOrder = 0;
public readonly int AllyBuildRadiusCheckboxDisplayOrder = 0;
[Translate]
[Desc("Tooltip description for the build radius checkbox in the lobby.")]
public readonly string BuildRadiusLabel = "Limit Build Area";
public readonly string BuildRadiusCheckboxLabel = "Limit Build Area";
[Translate]
[Desc("Tooltip description for the build radius checkbox in the lobby.")]
public readonly string BuildRadiusDescription = "Limits structure placement to areas around Construction Yards";
public readonly string BuildRadiusCheckboxDescription = "Limits structure placement to areas around Construction Yards";
[Desc("Default value of the build radius checkbox in the lobby.")]
public readonly bool BuildRadiusEnabled = true;
public readonly bool BuildRadiusCheckboxEnabled = true;
[Desc("Prevent the build radius state from being changed in the lobby.")]
public readonly bool BuildRadiusLocked = false;
public readonly bool BuildRadiusCheckboxLocked = false;
[Desc("Display the build radius checkbox in the lobby.")]
public readonly bool BuildRadiusVisible = true;
public readonly bool BuildRadiusCheckboxVisible = true;
[Desc("Display order for the build radius checkbox in the lobby.")]
public readonly int BuildRadiusDisplayOrder = 0;
public readonly int BuildRadiusCheckboxDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("allybuild", AllyBuildRadiusLabel, AllyBuildRadiusDescription,
AllyBuildRadiusVisible, AllyBuildRadiusDisplayOrder, AllyBuildRadiusEnabled, AllyBuildRadiusLocked);
yield return new LobbyBooleanOption("allybuild", AllyBuildRadiusCheckboxLabel, AllyBuildRadiusCheckboxDescription,
AllyBuildRadiusCheckboxVisible, AllyBuildRadiusCheckboxDisplayOrder, AllyBuildRadiusCheckboxEnabled, AllyBuildRadiusCheckboxLocked);
yield return new LobbyBooleanOption("buildradius", BuildRadiusLabel, BuildRadiusDescription,
BuildRadiusVisible, BuildRadiusDisplayOrder, BuildRadiusEnabled, BuildRadiusLocked);
yield return new LobbyBooleanOption("buildradius", BuildRadiusCheckboxLabel, BuildRadiusCheckboxDescription,
BuildRadiusCheckboxVisible, BuildRadiusCheckboxDisplayOrder, BuildRadiusCheckboxEnabled, BuildRadiusCheckboxLocked);
}
public object Create(ActorInitializer init) { return new MapBuildRadius(this); }
@@ -83,9 +83,9 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
AllyBuildRadiusEnabled = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("allybuild", info.AllyBuildRadiusEnabled);
.OptionOrDefault("allybuild", info.AllyBuildRadiusCheckboxEnabled);
BuildRadiusEnabled = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("buildradius", info.BuildRadiusEnabled);
.OptionOrDefault("buildradius", info.BuildRadiusCheckboxEnabled);
}
}
}

View File

@@ -19,27 +19,27 @@ namespace OpenRA.Mods.Common.Traits
{
[Translate]
[Desc("Descriptive label for the creeps checkbox in the lobby.")]
public readonly string Label = "Creep Actors";
public readonly string CheckboxLabel = "Creep Actors";
[Translate]
[Desc("Tooltip description for the creeps checkbox in the lobby.")]
public readonly string Description = "Hostile forces spawn on the battlefield";
public readonly string CheckboxDescription = "Hostile forces spawn on the battlefield";
[Desc("Default value of the creeps checkbox in the lobby.")]
public readonly bool Enabled = true;
public readonly bool CheckboxEnabled = true;
[Desc("Prevent the creeps state from being changed in the lobby.")]
public readonly bool Locked = false;
public readonly bool CheckboxLocked = false;
[Desc("Whether to display the creeps checkbox in the lobby.")]
public readonly bool Visible = true;
public readonly bool CheckboxVisible = true;
[Desc("Display order for the creeps checkbox in the lobby.")]
public readonly int DisplayOrder = 0;
public readonly int CheckboxDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("creeps", Label, Description, Visible, DisplayOrder, Enabled, Locked);
yield return new LobbyBooleanOption("creeps", CheckboxLabel, CheckboxDescription, CheckboxVisible, CheckboxDisplayOrder, CheckboxEnabled, CheckboxLocked);
}
public object Create(ActorInitializer init) { return new MapCreeps(this); }
@@ -58,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
Enabled = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("creeps", info.Enabled);
.OptionOrDefault("creeps", info.CheckboxEnabled);
}
}
}

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@@ -20,82 +20,82 @@ namespace OpenRA.Mods.Common.Traits
{
[Translate]
[Desc("Descriptive label for the short game checkbox in the lobby.")]
public readonly string ShortGameLabel = "Short Game";
public readonly string ShortGameCheckboxLabel = "Short Game";
[Translate]
[Desc("Tooltip description for the short game checkbox in the lobby.")]
public readonly string ShortGameDescription = "Players are defeated when their bases are destroyed";
public readonly string ShortGameCheckboxDescription = "Players are defeated when their bases are destroyed";
[Desc("Default value of the short game checkbox in the lobby.")]
public readonly bool ShortGameEnabled = true;
public readonly bool ShortGameCheckboxEnabled = true;
[Desc("Prevent the short game enabled state from being changed in the lobby.")]
public readonly bool ShortGameLocked = false;
public readonly bool ShortGameCheckboxLocked = false;
[Desc("Whether to display the short game checkbox in the lobby.")]
public readonly bool ShortGameVisible = true;
public readonly bool ShortGameCheckboxVisible = true;
[Desc("Display order for the short game checkbox in the lobby.")]
public readonly int ShortGameDisplayOrder = 0;
public readonly int ShortGameCheckboxDisplayOrder = 0;
[Translate]
[Desc("Descriptive label for the tech level option in the lobby.")]
public readonly string TechLevelLabel = "Tech Level";
public readonly string TechLevelDropdownLabel = "Tech Level";
[Translate]
[Desc("Tooltip description for the tech level option in the lobby.")]
public readonly string TechLevelDescription = "Change the units and abilities at your disposal";
public readonly string TechLevelDropdownDescription = "Change the units and abilities at your disposal";
[Desc("Default tech level.")]
public readonly string TechLevel = "unrestricted";
[Desc("Prevent the tech level from being changed in the lobby.")]
public readonly bool TechLevelLocked = false;
public readonly bool TechLevelDropdownLocked = false;
[Desc("Display the tech level option in the lobby.")]
public readonly bool TechLevelVisible = true;
public readonly bool TechLevelDropdownVisible = true;
[Desc("Display order for the tech level option in the lobby.")]
public readonly int TechLevelDisplayOrder = 0;
public readonly int TechLevelDropdownDisplayOrder = 0;
[Translate]
[Desc("Tooltip description for the game speed option in the lobby.")]
public readonly string GameSpeedLabel = "Game Speed";
public readonly string GameSpeedDropdownLabel = "Game Speed";
[Translate]
[Desc("Description of the game speed option in the lobby.")]
public readonly string GameSpeedDescription = "Change the rate at which time passes";
public readonly string GameSpeedDropdownDescription = "Change the rate at which time passes";
[Desc("Default game speed.")]
public readonly string GameSpeed = "default";
[Desc("Prevent the game speed from being changed in the lobby.")]
public readonly bool GameSpeedLocked = false;
public readonly bool GameSpeedDropdownLocked = false;
[Desc("Display the game speed option in the lobby.")]
public readonly bool GameSpeedVisible = true;
public readonly bool GameSpeedDropdownVisible = true;
[Desc("Display order for the game speed option in the lobby.")]
public readonly int GameSpeedDisplayOrder = 0;
public readonly int GameSpeedDropdownDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption("shortgame", ShortGameLabel, ShortGameDescription,
ShortGameVisible, ShortGameDisplayOrder, ShortGameEnabled, ShortGameLocked);
yield return new LobbyBooleanOption("shortgame", ShortGameCheckboxLabel, ShortGameCheckboxDescription,
ShortGameCheckboxVisible, ShortGameCheckboxDisplayOrder, ShortGameCheckboxEnabled, ShortGameCheckboxLocked);
var techLevels = rules.Actors["player"].TraitInfos<ProvidesTechPrerequisiteInfo>()
.ToDictionary(t => t.Id, t => t.Name);
if (techLevels.Any())
yield return new LobbyOption("techlevel", TechLevelLabel, TechLevelDescription, TechLevelVisible, TechLevelDisplayOrder,
new ReadOnlyDictionary<string, string>(techLevels), TechLevel, TechLevelLocked);
yield return new LobbyOption("techlevel", TechLevelDropdownLabel, TechLevelDropdownDescription, TechLevelDropdownVisible, TechLevelDropdownDisplayOrder,
new ReadOnlyDictionary<string, string>(techLevels), TechLevel, TechLevelDropdownLocked);
var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>().Speeds
.ToDictionary(s => s.Key, s => s.Value.Name);
// NOTE: The server hardcodes special-case logic for this option id
yield return new LobbyOption("gamespeed", GameSpeedLabel, GameSpeedDescription, GameSpeedVisible, GameSpeedDisplayOrder,
new ReadOnlyDictionary<string, string>(gameSpeeds), GameSpeed, GameSpeedLocked);
yield return new LobbyOption("gamespeed", GameSpeedDropdownLabel, GameSpeedDropdownDescription, GameSpeedDropdownVisible, GameSpeedDropdownDisplayOrder,
new ReadOnlyDictionary<string, string>(gameSpeeds), GameSpeed, GameSpeedDropdownLocked);
}
void IRulesetLoaded<ActorInfo>.RulesetLoaded(Ruleset rules, ActorInfo info)
@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
ShortGame = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("shortgame", info.ShortGameEnabled);
.OptionOrDefault("shortgame", info.ShortGameCheckboxEnabled);
TechLevel = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("techlevel", info.TechLevel);

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@@ -25,20 +25,20 @@ namespace OpenRA.Mods.Common.Traits
[Translate]
[Desc("Descriptive label for the starting units option in the lobby.")]
public readonly string Label = "Starting Units";
public readonly string DropdownLabel = "Starting Units";
[Translate]
[Desc("Tooltip description for the starting units option in the lobby.")]
public readonly string Description = "Change the units that you start the game with";
public readonly string DropdownDescription = "Change the units that you start the game with";
[Desc("Prevent the starting units option from being changed in the lobby.")]
public readonly bool Locked = false;
public readonly bool DropdownLocked = false;
[Desc("Whether to display the starting units option in the lobby.")]
public readonly bool Visible = true;
public readonly bool DropdownVisible = true;
[Desc("Display order for the starting units option in the lobby.")]
public readonly int DisplayOrder = 0;
public readonly int DropdownDisplayOrder = 0;
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
@@ -49,8 +49,8 @@ namespace OpenRA.Mods.Common.Traits
startingUnits[t.Class] = t.ClassName;
if (startingUnits.Any())
yield return new LobbyOption("startingunits", Label, Description, Visible, DisplayOrder,
new ReadOnlyDictionary<string, string>(startingUnits), StartingUnitsClass, Locked);
yield return new LobbyOption("startingunits", DropdownLabel, DropdownDescription, DropdownVisible, DropdownDisplayOrder,
new ReadOnlyDictionary<string, string>(startingUnits), StartingUnitsClass, DropdownLocked);
}
public object Create(ActorInitializer init) { return new SpawnMPUnits(this); }