Add an RequiresCondition field to UpgradeableTrait.
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@@ -19,6 +19,13 @@ namespace OpenRA.Mods.Common.Traits
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/// <summary>Use as base class for *Info to subclass of UpgradableTrait. (See UpgradableTrait.)</summary>
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public abstract class UpgradableTraitInfo : IUpgradableInfo, IRulesetLoaded
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{
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static readonly Dictionary<string, bool> NoConditions = new Dictionary<string, bool>();
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[UpgradeUsedReference]
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[Desc("Boolean expression defining the condition to enable this trait.",
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"Overrides UpgradeTypes/UpgradeMinEnabledLevel/UpgradeMaxEnabledLevel/UpgradeMaxAcceptedLevel if set.")]
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public readonly BooleanExpression RequiresCondition = null;
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[UpgradeUsedReference]
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[Desc("The upgrade types which can enable or disable this trait.")]
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public readonly HashSet<string> UpgradeTypes = new HashSet<string>();
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@@ -44,7 +51,8 @@ namespace OpenRA.Mods.Common.Traits
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public virtual void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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EnabledByDefault = UpgradeMinEnabledLevel < 1;
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EnabledByDefault = RequiresCondition != null ?
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RequiresCondition.Evaluate(NoConditions) : UpgradeMinEnabledLevel < 1;
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}
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}
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@@ -56,33 +64,63 @@ namespace OpenRA.Mods.Common.Traits
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public abstract class UpgradableTrait<InfoType> : IUpgradable, IDisabledTrait, ISync where InfoType : UpgradableTraitInfo
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{
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public readonly InfoType Info;
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public IEnumerable<string> UpgradeTypes { get { return Info.UpgradeTypes; } }
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readonly Dictionary<string, bool> conditions = new Dictionary<string, bool>();
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IEnumerable<string> IUpgradable.UpgradeTypes
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{
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get
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{
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if (Info.RequiresCondition != null)
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return Info.RequiresCondition.Variables;
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return Info.UpgradeTypes;
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}
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}
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[Sync] public bool IsTraitDisabled { get; private set; }
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public UpgradableTrait(InfoType info)
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{
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Info = info;
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IsTraitDisabled = info.UpgradeTypes != null && info.UpgradeTypes.Count > 0 && info.UpgradeMinEnabledLevel > 0;
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// TODO: Set initial state from a ConditionsInit once that exists
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if (info.RequiresCondition != null)
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IsTraitDisabled = !info.RequiresCondition.Evaluate(conditions);
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else
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IsTraitDisabled = info.UpgradeTypes != null && info.UpgradeTypes.Count > 0 && info.UpgradeMinEnabledLevel > 0;
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}
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public bool AcceptsUpgradeLevel(Actor self, string type, int level)
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bool IUpgradable.AcceptsUpgradeLevel(Actor self, string type, int level)
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{
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if (Info.RequiresCondition != null)
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return level == 1;
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return level > 0 && level <= Info.UpgradeMaxAcceptedLevel;
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}
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public void UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
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void IUpgradable.UpgradeLevelChanged(Actor self, string type, int oldLevel, int newLevel)
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{
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if (!Info.UpgradeTypes.Contains(type))
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return;
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// Restrict the levels to the allowed range
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oldLevel = oldLevel.Clamp(0, Info.UpgradeMaxAcceptedLevel);
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newLevel = newLevel.Clamp(0, Info.UpgradeMaxAcceptedLevel);
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if (oldLevel == newLevel)
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return;
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var wasDisabled = IsTraitDisabled;
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IsTraitDisabled = newLevel < Info.UpgradeMinEnabledLevel || newLevel > Info.UpgradeMaxEnabledLevel;
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if (Info.RequiresCondition != null)
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{
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conditions[type] = newLevel > 0;
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IsTraitDisabled = !Info.RequiresCondition.Evaluate(conditions);
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}
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else
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{
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if (!Info.UpgradeTypes.Contains(type))
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return;
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// Restrict the levels to the allowed range
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oldLevel = oldLevel.Clamp(0, Info.UpgradeMaxAcceptedLevel);
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newLevel = newLevel.Clamp(0, Info.UpgradeMaxAcceptedLevel);
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if (oldLevel == newLevel)
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return;
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IsTraitDisabled = newLevel < Info.UpgradeMinEnabledLevel || newLevel > Info.UpgradeMaxEnabledLevel;
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}
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UpgradeLevelChanged(self, oldLevel, newLevel);
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if (IsTraitDisabled != wasDisabled)
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