ClonesProductionUnits:

string[] CloneableTypes	checks Cloneable.Types

Cloneable:
	string[] Types checked by ClonesProductionUnits.CloneableTypes

Added INotifyOtherProduction
	for notifying self when another actor
	produces a unit.
This commit is contained in:
Taryn Hill
2014-07-09 20:38:06 -05:00
parent e24b9323c8
commit b4cecff74e
6 changed files with 86 additions and 0 deletions

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@@ -74,6 +74,7 @@ namespace OpenRA.Traits
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
public interface INotifyBuildingPlaced { void BuildingPlaced(Actor self); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, CPos exit); }
public interface INotifyOtherProduction { void UnitProducedByOther(Actor self, Actor producer, Actor produced); }
public interface INotifyDelivery { void IncomingDelivery(Actor self); void Delivered(Actor self); }
public interface INotifyOwnerChanged { void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner); }
public interface INotifyEffectiveOwnerChanged { void OnEffectiveOwnerChanged(Actor self, Player oldEffectiveOwner, Player newEffectiveOwner); }

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@@ -0,0 +1,50 @@
 #region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Creates a free duplicate of produced units.")]
public class ClonesProducedUnitsInfo : ITraitInfo, Requires<ProductionInfo>, Requires<ExitInfo>
{
[Desc("Uses the \"Cloneable\" trait to determine whether or not we should clone a produced unit.")]
public readonly string[] CloneableTypes = { };
public object Create(ActorInitializer init) { return new ClonesProducedUnits(init.self, this); }
}
public class ClonesProducedUnits : INotifyOtherProduction
{
readonly ClonesProducedUnitsInfo info;
readonly Production production;
public ClonesProducedUnits(Actor self, ClonesProducedUnitsInfo info)
{
this.info = info;
production = self.Trait<Production>();
}
public void UnitProducedByOther(Actor self, Actor producer, Actor produced)
{
// No recursive cloning!
if (producer.HasTrait<ClonesProducedUnits>())
return;
var ci = produced.Info.Traits.GetOrDefault<CloneableInfo>();
if (ci == null || !info.CloneableTypes.Intersect(ci.Types).Any())
return;
production.Produce(self, produced.Info, self.Owner.Country.Race);
}
}
}

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@@ -0,0 +1,24 @@
 #region Copyright & License Information
/*
* Copyright 2007-2014 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;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Actors with the \"ClonesProducedUnits\" trait will produce a free duplicate of me.")]
public class CloneableInfo : TraitInfo<Cloneable>
{
[Desc("This unit's cloneable type is:")]
public readonly string[] Types = { };
}
public class Cloneable { }
}

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@@ -528,6 +528,8 @@
<Compile Include="Graphics\TextRenderable.cs" />
<Compile Include="Graphics\VoxelRenderable.cs" />
<Compile Include="Air\FlyAwayOnIdle.cs" />
<Compile Include="Buildings\ClonesProducedUnits.cs" />
<Compile Include="Cloneable.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">

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@@ -10,6 +10,7 @@
using System;
using System.Drawing;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Move;
using OpenRA.Primitives;
@@ -96,6 +97,12 @@ namespace OpenRA.Mods.RA
if (!self.IsDead())
foreach (var t in self.TraitsImplementing<INotifyProduction>())
t.UnitProduced(self, newUnit, exit);
var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>()
.Where(a => a.Actor.Owner == self.Owner);
foreach (var notify in notifyOthers)
notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
});
}

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@@ -180,6 +180,8 @@
KilledOnImpassableTerrain: true
ParachuteSequence: parach
ShadowSequence: parach-shadow
Cloneable:
Types: Infantry
^Ship:
AppearsOnRadar: