Make Prerequisite Lint Check use ITechTreePrerequisiteInfo

This commit is contained in:
Mustafa Alperen Seki
2018-07-13 15:39:21 +03:00
committed by Paul Chote
parent e33f729682
commit c14c7653bc
5 changed files with 17 additions and 12 deletions

View File

@@ -20,16 +20,7 @@ namespace OpenRA.Mods.Common.Lint
{
public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
// ProvidesPrerequisite allows arbitrary prereq definitions
var customPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ProvidesPrerequisiteInfo>()
.Select(p => p.Prerequisite ?? a.Value.Name));
// ProvidesTechPrerequisite allows arbitrary prereq definitions
// (but only one group at a time during gameplay)
var techPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ProvidesTechPrerequisiteInfo>())
.SelectMany(p => p.Prerequisites);
var providedPrereqs = customPrereqs.Concat(techPrereqs);
var providedPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ITechTreePrerequisiteInfo>().SelectMany(p => p.Prerequisites(a.Value)));
// TODO: this check is case insensitive while the real check in-game is not
foreach (var i in rules.Actors)

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@@ -28,6 +28,12 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Should it recheck everything when it is captured?")]
public readonly bool ResetOnOwnerChange = false;
IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info)
{
return new string[] { Prerequisite ?? info.Name };
}
public override object Create(ActorInitializer init) { return new ProvidesPrerequisite(init, this); }
}

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@@ -25,6 +25,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Prerequisites to grant when this tech level is active.")]
public readonly string[] Prerequisites = { };
IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info) { return Prerequisites; }
public object Create(ActorInitializer init) { return new ProvidesTechPrerequisite(this, init); }
}

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@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Enables defined prerequisites at game start for all players if the checkbox is enabled.")]
public class LobbyPrerequisiteCheckboxInfo : ITraitInfo, ILobbyOptions
public class LobbyPrerequisiteCheckboxInfo : ITraitInfo, ILobbyOptions, ITechTreePrerequisiteInfo
{
[FieldLoader.Require]
[Desc("Internal id for this checkbox.")]
@@ -45,6 +45,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Prerequisites to grant when this checkbox is enabled.")]
public readonly HashSet<string> Prerequisites = new HashSet<string>();
IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info) { return Prerequisites; }
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption(ID, Label, Description,

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@@ -211,7 +211,11 @@ namespace OpenRA.Mods.Common.Traits
void Infiltrating(Actor self);
}
public interface ITechTreePrerequisiteInfo : ITraitInfo { }
public interface ITechTreePrerequisiteInfo : ITraitInfo
{
IEnumerable<string> Prerequisites(ActorInfo info);
}
public interface ITechTreePrerequisite
{
IEnumerable<string> ProvidesPrerequisites { get; }