Adds the RequiresPrerequisites field into ProvidesCustomPrerequisite and all the logic behind it.

This commit is contained in:
WolfGaming
2014-07-16 05:34:47 +00:00
parent 62820430de
commit 7b10da6bde
3 changed files with 36 additions and 13 deletions

View File

@@ -20,31 +20,30 @@ namespace OpenRA.Mods.RA
[Desc("The prerequisite type that this provides")]
public readonly string Prerequisite = null;
[Desc("Only grant this prerequisite when you have these prerequisites")]
public readonly string[] RequiresPrerequisites = { };
[Desc("Only grant this prerequisite for certain factions")]
public readonly string[] Race = { };
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("Should it recheck everything when it is captured?")]
public readonly bool ResetOnOwnerChange = false;
public object Create(ActorInitializer init) { return new ProvidesCustomPrerequisite(init, this); }
}
public class ProvidesCustomPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
{
ProvidesCustomPrerequisiteInfo info;
readonly ProvidesCustomPrerequisiteInfo info;
bool enabled = true;
public ProvidesCustomPrerequisite(ActorInitializer init, ProvidesCustomPrerequisiteInfo info)
{
this.info = info;
if (info.Race.Any())
{
var race = init.self.Owner.Country.Race;
if (init.Contains<RaceInit>())
race = init.Get<RaceInit, string>();
var race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : init.self.Owner.Country.Race;
enabled = info.Race.Contains(race);
}
Update(init.self.Owner, race);
}
public IEnumerable<string> ProvidesPrerequisites
@@ -60,8 +59,19 @@ namespace OpenRA.Mods.RA
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
if (!info.Sticky && info.Race.Any())
enabled = info.Race.Contains(self.Owner.Country.Race);
if (info.ResetOnOwnerChange)
Update(newOwner, newOwner.Country.Race);
}
void Update(Player owner, string race)
{
enabled = true;
if (info.Race.Any())
enabled = info.Race.Contains(race);
if (info.RequiresPrerequisites.Any() && enabled)
enabled = owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.RequiresPrerequisites);
}
}