Remove Selectable boolean from Selectable trait
Add work-around for ta/td bridge huts since they need actor Bounds to be targetable by C4/engineer repair.
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@@ -310,6 +310,7 @@
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<Compile Include="Traits\Crushable.cs" />
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<Compile Include="Traits\CustomBuildTimeValue.cs" />
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<Compile Include="Traits\CustomSellValue.cs" />
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<Compile Include="Traits\CustomSelectionSize.cs" />
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<Compile Include="Traits\Demolishable.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EjectOnDeath.cs" />
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36
OpenRA.Mods.Common/Traits/CustomSelectionSize.cs
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36
OpenRA.Mods.Common/Traits/CustomSelectionSize.cs
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@@ -0,0 +1,36 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Common.Traits
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{
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[Desc("Special case trait for invisible, unselectable actors like bridge huts.",
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"Gives actor targetable area for special cases like C4 and engineer repair.",
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"This trait conflicts with AutoSelectionSize so you cannot use both, and doesn't support custom offsets.")]
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public class CustomSelectionSizeInfo : ITraitInfo
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{
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public readonly int[] CustomBounds = null;
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public object Create(ActorInitializer init) { return new CustomSelectionSize(this); }
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}
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public class CustomSelectionSize : IAutoSelectionSize
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{
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readonly CustomSelectionSizeInfo info;
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public CustomSelectionSize(CustomSelectionSizeInfo info) { this.info = info; }
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public int2 SelectionSize(Actor self)
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{
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return new int2(info.CustomBounds[0], info.CustomBounds[1]);
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}
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}
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}
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@@ -1175,6 +1175,28 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150604)
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{
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if (depth == 1 && node.Value.Nodes.Exists(n => n.Key == "Selectable"))
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{
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var selectable = node.Value.Nodes.FirstOrDefault(n => n.Key == "Selectable");
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if (node.Key == "Selectable" && selectable.Value.Value == "false")
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node.Key = "SelectableRemoveMe";
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// To cover rare cases where the boolean was 'true'
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if (node.Key == "Selectable" && selectable.Value.Value == "true")
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node.Value.Nodes.Remove(selectable);
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}
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if (depth == 0 && node.Value.Nodes.Exists(n => n.Key == "SelectableRemoveMe"))
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node.Value.Nodes.RemoveAll(n => n.Key == "SelectableRemoveMe");
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Console.WriteLine("The 'Selectable' boolean has been removed from the Selectable trait.");
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Console.WriteLine("If you just want to disable an inherited Selectable trait, use -Selectable instead.");
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Console.WriteLine("For special cases like bridge huts, which need bounds to be targetable by C4 and engineers,");
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Console.WriteLine("give them the CustomSelectionSize trait with CustomBounds.");
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Console.WriteLine("See RA and C&C bridge huts for reference.");
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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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