Add ProduceActorsPower trait.
This commit is contained in:
75
OpenRA.Mods.Common/Traits/SupportPowers/ProduceActorPower.cs
Normal file
75
OpenRA.Mods.Common/Traits/SupportPowers/ProduceActorPower.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Linq;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
[Desc("Produces an actor without using the standard production queue.")]
|
||||
public class ProduceActorPowerInfo : SupportPowerInfo
|
||||
{
|
||||
[ActorReference, FieldLoader.Require]
|
||||
[Desc("Actors to produce.")]
|
||||
public readonly string[] Actors = null;
|
||||
|
||||
[FieldLoader.Require]
|
||||
[Desc("Production queue type to use")]
|
||||
public readonly string Type = null;
|
||||
|
||||
[Desc("Notification played when production is activated.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string ReadyAudio = null;
|
||||
|
||||
[Desc("Notification played when the exit is jammed.",
|
||||
"The filename of the audio is defined per faction in notifications.yaml.")]
|
||||
public readonly string BlockedAudio = null;
|
||||
|
||||
public override object Create(ActorInitializer init) { return new ProduceActorPower(init, this); }
|
||||
}
|
||||
|
||||
public class ProduceActorPower : SupportPower
|
||||
{
|
||||
readonly string faction;
|
||||
|
||||
public ProduceActorPower(ActorInitializer init, ProduceActorPowerInfo info)
|
||||
: base(init.Self, info)
|
||||
{
|
||||
faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : init.Self.Owner.Faction.InternalName;
|
||||
}
|
||||
|
||||
public override void SelectTarget(Actor self, string order, SupportPowerManager manager)
|
||||
{
|
||||
self.World.IssueOrder(new Order(order, manager.Self, false));
|
||||
}
|
||||
|
||||
public override void Activate(Actor self, Order order, SupportPowerManager manager)
|
||||
{
|
||||
base.Activate(self, order, manager);
|
||||
|
||||
var info = Info as ProduceActorPowerInfo;
|
||||
var sp = self.TraitsImplementing<Production>()
|
||||
.FirstOrDefault(p => p.Info.Produces.Contains(info.Type));
|
||||
|
||||
// TODO: The power should not reset if the production fails.
|
||||
// Fixing this will require a larger rework of the support power code
|
||||
var activated = false;
|
||||
|
||||
if (sp != null)
|
||||
foreach (var name in info.Actors)
|
||||
activated |= sp.Produce(self, self.World.Map.Rules.Actors[name], faction);
|
||||
|
||||
if (activated)
|
||||
Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
|
||||
else
|
||||
Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.BlockedAudio, self.Owner.Faction.InternalName);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user