ClonesProductionUnits:
string[] CloneableTypes checks Cloneable.Types Cloneable: string[] Types checked by ClonesProductionUnits.CloneableTypes Added INotifyOtherProduction for notifying self when another actor produces a unit.
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@@ -74,6 +74,7 @@ namespace OpenRA.Traits
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); }
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public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }
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public interface INotifyOtherProduction { void UnitProducedByOther(Actor self, Actor producer, Actor produced); }
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public interface INotifyDelivery { void IncomingDelivery(Actor self); void Delivered(Actor self); }
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public interface INotifyOwnerChanged { void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner); }
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public interface INotifyEffectiveOwnerChanged { void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner); }
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50
OpenRA.Mods.RA/Buildings/ClonesProducedUnits.cs
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50
OpenRA.Mods.RA/Buildings/ClonesProducedUnits.cs
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@@ -0,0 +1,50 @@
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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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Creates a free duplicate of produced units.")]
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public class ClonesProducedUnitsInfo : ITraitInfo, Requires<ProductionInfo>, Requires<ExitInfo>
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{
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[Desc("Uses the \"Cloneable\" trait to determine whether or not we should clone a produced unit.")]
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public readonly string[] CloneableTypes = { };
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public object Create(ActorInitializer init) { return new ClonesProducedUnits(init.self, this); }
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}
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public class ClonesProducedUnits : INotifyOtherProduction
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{
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readonly ClonesProducedUnitsInfo info;
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readonly Production production;
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public ClonesProducedUnits(Actor self, ClonesProducedUnitsInfo info)
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{
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this.info = info;
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production = self.Trait<Production>();
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}
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public void UnitProducedByOther(Actor self, Actor producer, Actor produced)
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{
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// No recursive cloning!
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if (producer.HasTrait<ClonesProducedUnits>())
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return;
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var ci = produced.Info.Traits.GetOrDefault<CloneableInfo>();
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if (ci == null || !info.CloneableTypes.Intersect(ci.Types).Any())
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return;
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production.Produce(self, produced.Info, self.Owner.Country.Race);
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}
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}
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}
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24
OpenRA.Mods.RA/Cloneable.cs
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24
OpenRA.Mods.RA/Cloneable.cs
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@@ -0,0 +1,24 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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[Desc("Actors with the \"ClonesProducedUnits\" trait will produce a free duplicate of me.")]
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public class CloneableInfo : TraitInfo<Cloneable>
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{
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[Desc("This unit's cloneable type is:")]
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public readonly string[] Types = { };
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}
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public class Cloneable { }
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}
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@@ -528,6 +528,8 @@
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<Compile Include="Graphics\TextRenderable.cs" />
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<Compile Include="Graphics\VoxelRenderable.cs" />
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<Compile Include="Air\FlyAwayOnIdle.cs" />
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<Compile Include="Buildings\ClonesProducedUnits.cs" />
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<Compile Include="Cloneable.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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@@ -10,6 +10,7 @@
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using System;
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using System.Drawing;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Primitives;
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@@ -96,6 +97,12 @@ namespace OpenRA.Mods.RA
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if (!self.IsDead())
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>()
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.Where(a => a.Actor.Owner == self.Owner);
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foreach (var notify in notifyOthers)
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notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
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});
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}
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@@ -180,6 +180,8 @@
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KilledOnImpassableTerrain: true
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ParachuteSequence: parach
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ShadowSequence: parach-shadow
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Cloneable:
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Types: Infantry
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^Ship:
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AppearsOnRadar:
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