Add ScriptTags trait

This allows actors to be tagged with arbitrary strings.
Also includes ScriptTagsInit and MapGlobal.ActorsWithTag
  which expose this functionality to map scripters.
This commit is contained in:
Taryn Hill
2016-03-23 17:18:35 -05:00
parent 728bad9565
commit 6582d0f480
4 changed files with 89 additions and 0 deletions

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@@ -736,6 +736,7 @@
<Compile Include="Traits\World\MapOptions.cs" />
<Compile Include="Traits\World\MissionData.cs" />
<Compile Include="UtilityCommands\ExtractMapRules.cs" />
<Compile Include="Traits\ScriptTags.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>

View File

@@ -9,6 +9,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using Eluant;
using OpenRA.Mods.Common.Traits;
@@ -113,5 +114,11 @@ namespace OpenRA.Mods.Common.Scripting
{
return actor.ActorID <= sma.LastMapActorID && actor.ActorID > sma.LastMapActorID - sma.Actors.Count;
}
[Desc("Returns a table of all actors tagged with the given string.")]
public Actor[] ActorsWithTag(string tag)
{
return Context.World.ActorsHavingTrait<ScriptTags>(t => t.HasTag(tag)).ToArray();
}
}
}

View File

@@ -79,12 +79,14 @@ namespace OpenRA.Mods.Common.Scripting
{
readonly IFacing facing;
readonly AutoTarget autotarget;
readonly ScriptTags scriptTags;
public GeneralProperties(ScriptContext context, Actor self)
: base(context, self)
{
facing = self.TraitOrDefault<IFacing>();
autotarget = self.TraitOrDefault<AutoTarget>();
scriptTags = self.TraitOrDefault<ScriptTags>();
}
[Desc("The actor position in cell coordinates.")]
@@ -162,5 +164,26 @@ namespace OpenRA.Mods.Common.Scripting
autotarget.Stance = stance;
}
}
[Desc("Specifies whether or not the actor supports 'tags'.")]
public bool IsTaggable { get { return scriptTags != null; } }
[Desc("Add a tag to the actor. Returns true on success, false otherwise (for example the actor may already have the given tag).")]
public bool AddTag(string tag)
{
return IsTaggable && scriptTags.AddTag(tag);
}
[Desc("Remove a tag from the actor. Returns true on success, false otherwise (tag was not present).")]
public bool RemoveTag(string tag)
{
return IsTaggable && scriptTags.RemoveTag(tag);
}
[Desc("Specifies whether or not the actor has a particular tag.")]
public bool HasTag(string tag)
{
return IsTaggable && scriptTags.HasTag(tag);
}
}
}

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@@ -0,0 +1,58 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows this actor to be 'tagged' with arbitrary strings. Tags must be unique or they will be rejected.")]
public class ScriptTagsInfo : UsesInit<ScriptTagsInit>
{
object ITraitInfo.Create(ActorInitializer init) { return new ScriptTags(init, this); }
}
public class ScriptTags
{
readonly HashSet<string> tags = new HashSet<string>();
public ScriptTags(ActorInitializer init, ScriptTagsInfo info)
{
if (init.Contains<ScriptTagsInit>())
foreach (var tag in init.Get<ScriptTagsInit, string[]>())
tags.Add(tag);
}
public bool AddTag(string tag)
{
return tags.Add(tag);
}
public bool RemoveTag(string tag)
{
return tags.Remove(tag);
}
public bool HasTag(string tag)
{
return tags.Contains(tag);
}
}
/// <summary>Allows mappers to 'tag' actors with arbitrary strings that may have meaning in their scripts.</summary>
public class ScriptTagsInit : IActorInit<string[]>
{
[FieldFromYamlKey] readonly string[] value = new string[0];
public ScriptTagsInit() { }
public ScriptTagsInit(string[] init) { value = init; }
public string[] Value(World world) { return value; }
}
}