Replace RemoveOnConditions with KillsSelf.
Upgrades offer more flexibility than prerequisites.
This commit is contained in:
@@ -620,6 +620,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (depth == 1 && node.Key == "-IronCurtainable")
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node.Key = "-InvulnerabilityUpgrade@IRONCURTAIN";
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// Replaced RemoveOnConditions with KillsSelf
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if (depth == 1 && node.Key == "RemoveOnConditions")
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{
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node.Key = "KillsSelf";
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node.Value.Nodes.Add(new MiniYamlNode("RemoveInstead", new MiniYaml("true")));
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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71
OpenRA.Mods.RA/KillsSelf.cs
Normal file
71
OpenRA.Mods.RA/KillsSelf.cs
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@@ -0,0 +1,71 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Effects;
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namespace OpenRA.Mods.RA
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{
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class KillsSelfInfo : ITraitInfo
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{
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[Desc("Enable only if this upgrade is enabled.")]
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public readonly string RequiresUpgrade = null;
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[Desc("Remove the actor from the world (and destroy it) instead of killing it.")]
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public readonly bool RemoveInstead = false;
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public object Create(ActorInitializer init) { return new KillsSelf(init.self, this); }
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}
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class KillsSelf : INotifyAddedToWorld, IUpgradable
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{
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readonly KillsSelfInfo info;
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readonly Actor self;
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public KillsSelf(Actor self, KillsSelfInfo info)
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{
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this.info = info;
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this.self = self;
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}
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public void AddedToWorld(Actor self)
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{
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if (info.RequiresUpgrade == null)
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Kill();
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}
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public bool AcceptsUpgrade(string type)
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{
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return type == info.RequiresUpgrade;
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}
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public void UpgradeAvailable(Actor self, string type, bool available)
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{
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if (type == info.RequiresUpgrade)
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Kill();
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}
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void Kill()
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{
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if (self.IsDead())
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return;
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if (info.RemoveInstead || !self.HasTrait<Health>())
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self.Destroy();
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else
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self.Kill(self);
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}
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}
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}
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@@ -295,7 +295,6 @@
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<Compile Include="Warheads\CreateEffectWarhead.cs" />
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<Compile Include="Warheads\CreateResourceWarhead.cs" />
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<Compile Include="Warheads\LeaveSmudgeWarhead.cs" />
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<Compile Include="RemoveOnConditions.cs" />
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<Compile Include="Widgets\Logic\TabCompletionLogic.cs" />
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<Compile Include="World\RadarPings.cs" />
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<Compile Include="Player\TechTree.cs" />
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@@ -1,79 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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using OpenRA.Effects;
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namespace OpenRA.Mods.RA
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{
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[Desc("Destroys the actor after a specified number of ticks if all conditions are met.")]
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class RemoveOnConditionsInfo : ITraitInfo
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{
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[Desc("Prerequisites required before removal")]
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public readonly string[] Prerequisites = {};
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[Desc("Delay until it starts checking if you have the prerequisites", "0 = Removal attempted on AddedToWorld")]
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public readonly int Delay = 0;
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[Desc("Should the trait kill instead of destroy?")]
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public readonly bool KillInstead = false;
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public object Create(ActorInitializer init) { return new RemoveOnConditions(init.self, this); }
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}
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class RemoveOnConditions : INotifyAddedToWorld, ITechTreeElement
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{
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readonly RemoveOnConditionsInfo info;
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readonly Actor self;
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public RemoveOnConditions(Actor self, RemoveOnConditionsInfo info)
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{
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this.info = info;
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this.self = self;
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}
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public void AddedToWorld(Actor self)
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{
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Action act = () =>
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{
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if (!info.Prerequisites.Any() || self.Owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.Prerequisites))
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Remove();
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else
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self.Owner.PlayerActor.Trait<TechTree>().Add("remove_" + string.Join("_", info.Prerequisites.OrderBy(a => a)), info.Prerequisites, 0, this);
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};
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if (info.Delay <= 0 && (!info.Prerequisites.Any() || self.Owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.Prerequisites)))
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Remove();
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else
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, act)));
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}
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void Remove()
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{
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if (!self.IsDead())
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{
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if (info.KillInstead && self.HasTrait<Health>())
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self.Kill(self);
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else
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self.Destroy();
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}
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}
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public void PrerequisitesAvailable(string key) { Remove(); }
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public void PrerequisitesUnavailable(string key) { }
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public void PrerequisitesItemHidden(string key) { }
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public void PrerequisitesItemVisible(string key) { }
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}
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}
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@@ -11,7 +11,8 @@
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Name: Concrete
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Description: Provides a strong foundation that prevents\ndamage from the terrain.
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RenderSprites:
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RemoveOnConditions:
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KillsSelf:
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RemoveInstead: true
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CONCRETEA:
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Inherits: ^CONCRETE
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