Merge pull request #7805 from penev92/bleed_prerequisites
Make buildings explicitly provide their names as prerequisites
This commit is contained in:
@@ -19,14 +19,9 @@ namespace OpenRA.Mods.Common.Lint
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
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{
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// Buildings provide their actor names as a prerequisite
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var buildingPrereqs = map.Rules.Actors.Where(a => a.Value.Traits.Contains<BuildingInfo>())
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.Select(a => a.Key);
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// ProvidesCustomPrerequisite allows arbitrary prereq definitions
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// ProvidesPrerequisite allows arbitrary prereq definitions
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var customPrereqs = map.Rules.Actors.SelectMany(a => a.Value.Traits
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.WithInterface<ProvidesCustomPrerequisiteInfo>())
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.Select(p => p.Prerequisite);
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.WithInterface<ProvidesPrerequisiteInfo>().Select(p => p.Prerequisite ?? a.Value.Name));
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// ProvidesTechPrerequisite allows arbitrary prereq definitions
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// (but only one group at a time during gameplay)
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@@ -34,7 +29,7 @@ namespace OpenRA.Mods.Common.Lint
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.WithInterface<ProvidesTechPrerequisiteInfo>())
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.SelectMany(p => p.Prerequisites);
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var providedPrereqs = buildingPrereqs.Concat(customPrereqs).Concat(techPrereqs);
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var providedPrereqs = customPrereqs.Concat(techPrereqs);
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// TODO: this check is case insensitive while the real check in-game is not
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foreach (var i in map.Rules.Actors)
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@@ -350,7 +350,7 @@
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<Compile Include="Traits\Player\PlaceBuilding.cs" />
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<Compile Include="Traits\Player\PlayerStatistics.cs" />
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<Compile Include="Traits\Player\ProductionQueue.cs" />
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<Compile Include="Traits\Player\ProvidesCustomPrerequisite.cs" />
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<Compile Include="Traits\Player\ProvidesPrerequisite.cs" />
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<Compile Include="Traits\Player\ProvidesTechPrerequisite.cs" />
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<Compile Include="Traits\Player\StrategicVictoryConditions.cs" />
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<Compile Include="Traits\Player\TechTree.cs" />
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@@ -17,8 +17,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The prerequisite names that must be available before this can be built.",
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"This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available)",
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"and/or ~ to hide the actor from the production palette if the prerequisite is not available.",
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"Prerequisites are granted by actors with the Building trait (with a prerequisite string given by the lower case actor name)",
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"and by the ProvidesCustomPrerequisite trait.")]
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"Prerequisites are granted by actors with the ProvidesPrerequisite trait.")]
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public readonly string[] Prerequisites = { };
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[Desc("Production queue(s) that can produce this.")]
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@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, ITechTreePrerequisite, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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public class Building : IOccupySpace, INotifySold, INotifyTransform, ISync, INotifyCreated, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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@@ -131,8 +131,6 @@ namespace OpenRA.Mods.Common.Traits
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public CPos TopLeft { get { return topLeft; } }
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public WPos CenterPosition { get; private set; }
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public IEnumerable<string> ProvidesPrerequisites { get { yield return self.Info.Name; } }
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public Building(ActorInitializer init, BuildingInfo info)
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{
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this.self = init.Self;
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@@ -10,36 +10,40 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class ProvidesCustomPrerequisiteInfo : ITraitInfo
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public class ProvidesPrerequisiteInfo : ITraitInfo
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{
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[Desc("The prerequisite type that this provides")]
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[Desc("The prerequisite type that this provides. If left empty it defaults to the actor's name.")]
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public readonly string Prerequisite = null;
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[Desc("Only grant this prerequisite when you have these prerequisites")]
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[Desc("Only grant this prerequisite when you have these prerequisites.")]
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public readonly string[] RequiresPrerequisites = { };
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[Desc("Only grant this prerequisite for certain factions")]
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[Desc("Only grant this prerequisite for certain factions.")]
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public readonly string[] Race = { };
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[Desc("Should it recheck everything when it is captured?")]
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public readonly bool ResetOnOwnerChange = false;
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public object Create(ActorInitializer init) { return new ProvidesCustomPrerequisite(init, this); }
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public object Create(ActorInitializer init) { return new ProvidesPrerequisite(init, this); }
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}
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public class ProvidesCustomPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
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public class ProvidesPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
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{
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readonly ProvidesCustomPrerequisiteInfo info;
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readonly ProvidesPrerequisiteInfo info;
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readonly string prerequisite;
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bool enabled = true;
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public ProvidesCustomPrerequisite(ActorInitializer init, ProvidesCustomPrerequisiteInfo info)
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public ProvidesPrerequisite(ActorInitializer init, ProvidesPrerequisiteInfo info)
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{
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this.info = info;
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prerequisite = info.Prerequisite;
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if (string.IsNullOrEmpty(prerequisite))
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prerequisite = init.Self.Info.Name;
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var race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : init.Self.Owner.Country.Race;
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@@ -53,7 +57,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!enabled)
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yield break;
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yield return info.Prerequisite;
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yield return prerequisite;
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}
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}
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@@ -931,6 +931,18 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150504)
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{
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// Made buildings grant prerequisites explicitly.
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if (depth == 0 && node.Value.Nodes.Exists(n => n.Key == "Inherits" &&
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(n.Value.Value == "^Building" || n.Value.Value == "^BaseBuilding")))
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node.Value.Nodes.Add(new MiniYamlNode("ProvidesCustomPrerequisite@buildingname", ""));
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// Rename the ProvidesCustomPrerequisite trait.
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if (node.Key.StartsWith("ProvidesCustomPrerequisite"))
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node.Key = node.Key.Replace("ProvidesCustomPrerequisite", "ProvidesPrerequisite");
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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