Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.

This commit is contained in:
Paul Chote
2010-08-27 23:51:12 +12:00
parent 7f3e491ecc
commit 853e60f76e
9 changed files with 141 additions and 76 deletions

View File

@@ -59,7 +59,7 @@ namespace OpenRA.Traits
Self = self;
Owner = self.Owner;
self.Trait<TechTreeCache>().Add( Info.Prerequisites.Select( a => Rules.Info[ a.ToLowerInvariant() ] ).ToList(), this );
self.Trait<TechTreeCache>().Add( Info.OrderName, Info.Prerequisites.Select( a => a.ToLowerInvariant() ).ToList(), this );
}
public void Tick(Actor self)
@@ -95,8 +95,7 @@ namespace OpenRA.Traits
{
var buildings = Rules.TechTree.GatherBuildings(Owner);
var effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant())
.Where(a => Rules.Info[a].Traits.Get<BuildableInfo>().Owner.Contains(Owner.Country.Race));
.Select(a => a.ToLowerInvariant());
if (Info.Prerequisites.Count() == 0)
return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
@@ -146,12 +145,12 @@ namespace OpenRA.Traits
bool hasPrerequisites;
public void Available()
public void PrerequisitesAvailable(string key)
{
hasPrerequisites = true;
}
public void Unavailable()
public void PrerequisitesUnavailable(string key)
{
hasPrerequisites = false;
}