Adds the RequiresPrerequisites field into ProvidesCustomPrerequisite and all the logic behind it.
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@@ -20,31 +20,30 @@ namespace OpenRA.Mods.RA
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[Desc("The prerequisite type that this provides")]
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public readonly string Prerequisite = null;
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[Desc("Only grant this prerequisite when you have these prerequisites")]
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public readonly string[] RequiresPrerequisites = { };
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[Desc("Only grant this prerequisite for certain factions")]
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public readonly string[] Race = { };
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("Should it recheck everything when it is captured?")]
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public readonly bool ResetOnOwnerChange = false;
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public object Create(ActorInitializer init) { return new ProvidesCustomPrerequisite(init, this); }
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}
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public class ProvidesCustomPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
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{
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ProvidesCustomPrerequisiteInfo info;
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readonly ProvidesCustomPrerequisiteInfo info;
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bool enabled = true;
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public ProvidesCustomPrerequisite(ActorInitializer init, ProvidesCustomPrerequisiteInfo info)
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{
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this.info = info;
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if (info.Race.Any())
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{
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var race = init.self.Owner.Country.Race;
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if (init.Contains<RaceInit>())
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race = init.Get<RaceInit, string>();
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var race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : init.self.Owner.Country.Race;
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enabled = info.Race.Contains(race);
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}
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Update(init.self.Owner, race);
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}
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public IEnumerable<string> ProvidesPrerequisites
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@@ -60,8 +59,19 @@ namespace OpenRA.Mods.RA
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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if (!info.Sticky && info.Race.Any())
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enabled = info.Race.Contains(self.Owner.Country.Race);
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if (info.ResetOnOwnerChange)
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Update(newOwner, newOwner.Country.Race);
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}
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void Update(Player owner, string race)
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{
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enabled = true;
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if (info.Race.Any())
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enabled = info.Race.Contains(race);
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if (info.RequiresPrerequisites.Any() && enabled)
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enabled = owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.RequiresPrerequisites);
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}
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}
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@@ -61,6 +61,13 @@ namespace OpenRA.Mods.RA
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watchers.RemoveAll(x => x.RegisteredBy == tte);
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}
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public bool HasPrerequisites(IEnumerable<string> prerequisites)
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{
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var ownedPrereqs = TechTree.GatherOwnedPrerequisites(player);
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return prerequisites.All(p => !(p.Replace("~", "").StartsWith("!")
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^ !ownedPrereqs.ContainsKey(p.Replace("!", "").Replace("~", ""))));
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}
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static Cache<string, List<Actor>> GatherOwnedPrerequisites(Player player)
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{
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var ret = new Cache<string, List<Actor>>(x => new List<Actor>());
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@@ -69,7 +76,7 @@ namespace OpenRA.Mods.RA
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// Add all actors that provide prerequisites
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var prerequisites = player.World.ActorsWithTrait<ITechTreePrerequisite>()
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.Where(a => a.Actor.Owner == player && !a.Actor.IsDead() && a.Actor.IsInWorld);
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.Where(a => a.Actor.Owner == player && a.Actor.IsInWorld && !a.Actor.IsDead());
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foreach (var b in prerequisites)
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{
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@@ -695,6 +695,12 @@ WEAP:
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ProvidesCustomPrerequisite@soviet:
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Race: soviet
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Prerequisite: vehicles.soviet
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ProvidesCustomPrerequisite@alliedstructure:
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RequiresPrerequisites: structures.allies
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Prerequisite: vehicles.allies
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ProvidesCustomPrerequisite@sovietstructure:
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RequiresPrerequisites: structures.soviet
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Prerequisite: vehicles.soviet
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PrimaryBuilding:
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IronCurtainable:
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ProductionBar:
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