Traits is now data-driven. Actor.cs is now SMALL. (win)
- FieldLoader can now handle arrays. This might be useful for Prerequisites, Owner fields.
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@@ -24,106 +24,19 @@ namespace OpenRa.Game
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unitInfo = Rules.UnitInfo[ name ];
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Location = location;
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CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
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Owner = owner;
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switch( name )
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{
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///// vehicles /////
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case "mcv":
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.RenderUnit( this ) );
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traits.Add( new Traits.McvDeploy( this ) );
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break;
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case "mnly":
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case "apc":
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case "v2rl":
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case "arty":
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.RenderUnit( this ) );
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break;
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case "jeep":
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case "1tnk":
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case "2tnk":
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case "3tnk":
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case "4tnk":
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.AttackTurreted( this ) );
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traits.Add( new Traits.RenderUnitTurreted( this ) );
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break;
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case "mrj":
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case "mgg":
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// TODO: these aren't actually turreted; they just have spinning-things
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.RenderUnitTurreted( this ) );
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break;
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case "harv":
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traits.Add( new Traits.Mobile( this ) );
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traits.Add( new Traits.RenderUnit( this ) );
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break;
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///// TODO: infantry /////
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///// TODO: boats /////
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///// TODO: planes /////
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///// buildings /////
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//TODO: SBAG, BRIK, FENC, etc
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case "iron":
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case "pdox":
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case "mslo":
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case "atek":
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case "stek":
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case "fact":
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case "proc":
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case "hpad":
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case "afld":
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case "dome":
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case "powr":
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case "apwr":
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case "barr":
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case "tent":
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case "kenn":
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case "fix":
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case "spen":
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case "syrd":
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case "gap":
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case "pbox":
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case "hbox":
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case "tsla":
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case "ftur":
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case "facf":
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case "syrf":
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case "spef":
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case "domf":
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traits.Add( new Traits.Building( this ) );
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traits.Add( new Traits.RenderBuilding( this ) );
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break;
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case "weap":
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case "weaf":
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traits.Add( new Traits.Building( this ) );
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traits.Add( new Traits.RenderWarFactory( this ) );
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break;
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case "gun":
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case "agun":
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case "sam":
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traits.Add( new Traits.Building( this ) );
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.RenderBuildingTurreted( this ) );
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break;
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case "silo":
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traits.Add(new Traits.Building(this));
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traits.Add(new Traits.RenderBuildingOre(this));
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break;
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case "fcom":
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traits.Add( new Traits.Building( this ) );
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traits.Add( new Traits.RenderBuilding( this ) );
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break;
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default:
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throw new NotImplementedException( "Actor traits for " + name );
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}
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Owner = owner;
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if( unitInfo.Traits != null )
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{
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new Type[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name + "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer, int2 mapOffset )
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@@ -13,26 +13,40 @@ namespace OpenRa.Game.GameRules
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foreach( var x in ini )
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{
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var field = self.GetType().GetField( x.Key );
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if( field.FieldType == typeof( int ) )
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field.SetValue( self, int.Parse( x.Value ) );
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else if( field.FieldType == typeof( float ) )
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field.SetValue( self, float.Parse( x.Value ) );
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else if( field.FieldType == typeof( string ) )
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field.SetValue( self, x.Value.ToLowerInvariant() );
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else if( field.FieldType.IsEnum )
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field.SetValue( self, Enum.Parse( field.FieldType, x.Value ) );
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else if( field.FieldType == typeof( bool ) )
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field.SetValue( self, ParseYesNo( x.Value ) );
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else
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do { } while( false );
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field.SetValue( self, GetValue( field.FieldType, x.Value ) );
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}
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}
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static object GetValue( Type fieldType, string x )
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{
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if( fieldType == typeof( int ) )
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return int.Parse( x );
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else if( fieldType == typeof( float ) )
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return float.Parse( x );
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else if( fieldType == typeof( string ) )
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return x;//.ToLowerInvariant();
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else if( fieldType.IsEnum )
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return Enum.Parse( fieldType, x );
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else if( fieldType == typeof( bool ) )
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return ParseYesNo( x );
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else if( fieldType.IsArray )
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{
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var parts = x.Split( new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries );
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var ret = Array.CreateInstance( fieldType.GetElementType(), parts.Length );
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for (int i = 0; i < parts.Length; i++)
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ret.SetValue( GetValue( fieldType.GetElementType(), parts[ i ].Trim() ), i );
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return ret;
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}
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else
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throw new InvalidOperationException( "FieldLoader: don't know how to load field of type " + fieldType.ToString() );
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}
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static bool ParseYesNo( string p )
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{
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p = p.ToLowerInvariant();
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@@ -19,7 +19,9 @@ namespace OpenRa.Game.GameRules
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}
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public readonly string Name;
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public readonly string Description = "";
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public readonly string[] Traits;
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public readonly int Ammo = -1;
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public readonly ArmorType Armor = ArmorType.none;
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@@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using OpenRa.FileFormats;
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using OpenRa.Game.GameRules;
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using System.Diagnostics;
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namespace OpenRa.TechTree
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{
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