Move Upgrades and Prerequisites
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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.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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{
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[Desc("The prerequisite type that this provides")]
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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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public readonly string[] RequiresPrerequisites = { };
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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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}
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public class ProvidesCustomPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
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{
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readonly ProvidesCustomPrerequisiteInfo info;
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bool enabled = true;
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public ProvidesCustomPrerequisite(ActorInitializer init, ProvidesCustomPrerequisiteInfo info)
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{
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this.info = info;
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var race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : init.self.Owner.Country.Race;
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Update(init.self.Owner, race);
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}
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public IEnumerable<string> ProvidesPrerequisites
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{
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get
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{
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if (!enabled)
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yield break;
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yield return info.Prerequisite;
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}
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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if (info.ResetOnOwnerChange)
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Update(newOwner, newOwner.Country.Race);
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}
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void Update(Player owner, string race)
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{
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enabled = true;
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if (info.Race.Any())
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enabled = info.Race.Contains(race);
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if (info.RequiresPrerequisites.Any() && enabled)
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enabled = owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.RequiresPrerequisites);
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}
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}
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// Allows maps / transformations to specify the race variant of an actor.
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public class RaceInit : IActorInit<string>
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{
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[FieldFromYamlKey] public readonly string Race;
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public RaceInit() { }
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public RaceInit(string race) { Race = race; }
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public string Value(World world) { return Race; }
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}
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}
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