Add EditorPlayer to all mods

To prevent the editor from loading unnecessary or even incompatible
player traits.
This commit is contained in:
reaperrr
2018-03-30 16:32:49 +02:00
parent 563c8ad302
commit 4c16e51f92
8 changed files with 77 additions and 6 deletions

View File

@@ -137,7 +137,8 @@ namespace OpenRA
DisplayFaction = ChooseDisplayFaction(world, pr.Faction); DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
} }
PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) }); var playerActorType = world.Type == WorldType.Editor ? "EditorPlayer" : "Player";
PlayerActor = world.CreateActor(playerActorType, new TypeDictionary { new OwnerInit(this) });
Shroud = PlayerActor.Trait<Shroud>(); Shroud = PlayerActor.Trait<Shroud>();
// Enable the bot logic on the host // Enable the bot logic on the host

View File

@@ -859,6 +859,7 @@
<Compile Include="UpdateRules\Rules\SplitTurretAimAnimation.cs" /> <Compile Include="UpdateRules\Rules\SplitTurretAimAnimation.cs" />
<Compile Include="UpdateRules\Rules\RenameWormSpawner.cs" /> <Compile Include="UpdateRules\Rules\RenameWormSpawner.cs" />
<Compile Include="UpdateRules\Rules\RemoveWithReloadingSpriteTurret.cs" /> <Compile Include="UpdateRules\Rules\RemoveWithReloadingSpriteTurret.cs" />
<Compile Include="UpdateRules\Rules\AddEditorPlayer.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="AfterBuild"> <Target Name="AfterBuild">

View File

@@ -0,0 +1,40 @@
#region Copyright & License Information
/*
* Copyright 2007-2018 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 System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class AddEditorPlayer : UpdateRule
{
public override string Name { get { return "Add EditorPlayer"; } }
public override string Description
{
get
{
return "Map editor now requires an EditorPlayer to avoid loading all kinds of unnecessary player traits.";
}
}
bool messageDisplayed;
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (!messageDisplayed)
{
messageDisplayed = true;
yield return "The map editor now requires an EditorPlayer actor.\n" +
"Please add an EditorPlayer with the traits AlwaysVisible and Shroud to player.yaml\n(or a different rules yaml file of your choice).";
}
}
}
}

View File

@@ -45,7 +45,8 @@ namespace OpenRA.Mods.Common.UpdateRules
new DefineSoundDefaults(), new DefineSoundDefaults(),
new RenameWormSpawner(), new RenameWormSpawner(),
new RemoveWithReloadingSpriteTurret(), new RemoveWithReloadingSpriteTurret(),
new IgnoreAbstractActors() new IgnoreAbstractActors(),
new AddEditorPlayer()
}) })
}; };

View File

@@ -1,5 +1,12 @@
Player: ^BasePlayer:
AlwaysVisible: AlwaysVisible:
Shroud:
EditorPlayer:
Inherits: ^BasePlayer
Player:
Inherits: ^BasePlayer
PlaceBuilding: PlaceBuilding:
TechTree: TechTree:
SupportPowerManager: SupportPowerManager:

View File

@@ -1,5 +1,12 @@
Player: ^BasePlayer:
AlwaysVisible: AlwaysVisible:
Shroud:
EditorPlayer:
Inherits: ^BasePlayer
Player:
Inherits: ^BasePlayer
TechTree: TechTree:
ClassicProductionQueue@Building: ClassicProductionQueue@Building:
Type: Building Type: Building

View File

@@ -1,5 +1,12 @@
Player: ^BasePlayer:
AlwaysVisible: AlwaysVisible:
Shroud:
EditorPlayer:
Inherits: ^BasePlayer
Player:
Inherits: ^BasePlayer
TechTree: TechTree:
ClassicProductionQueue@Building: ClassicProductionQueue@Building:
Type: Building Type: Building

View File

@@ -1,5 +1,12 @@
Player: ^BasePlayer:
AlwaysVisible: AlwaysVisible:
Shroud:
EditorPlayer:
Inherits: ^BasePlayer
Player:
Inherits: ^BasePlayer
TechTree: TechTree:
GrantConditionOnPrerequisiteManager: GrantConditionOnPrerequisiteManager:
ClassicProductionQueue@Building: ClassicProductionQueue@Building: