Merge pull request #9038 from penev92/bleed_rename
Some more renaming from "race" to "faction"
This commit is contained in:
@@ -24,9 +24,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Be sure to use lowercase. Default value is \"e1\".")]
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public readonly string[] ActorTypes = { "e1" };
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[Desc("Spawns actors only if the selling player's race is in this list." +
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"Leave empty to allow all races by default.")]
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public readonly string[] Races = { };
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[Desc("Spawns actors only if the selling player's faction is in this list." +
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"Leave empty to allow all factions by default.")]
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public readonly string[] Factions = { };
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public object Create(ActorInitializer init) { return new EmitInfantryOnSell(init.Self, this); }
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}
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@@ -34,20 +34,20 @@ namespace OpenRA.Mods.Common.Traits
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public class EmitInfantryOnSell : INotifySold
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{
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readonly EmitInfantryOnSellInfo info;
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readonly bool correctRace = false;
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readonly bool correctFaction;
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public EmitInfantryOnSell(Actor self, EmitInfantryOnSellInfo info)
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{
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this.info = info;
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var raceList = info.Races;
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correctRace = raceList.Length == 0 || raceList.Contains(self.Owner.Faction.InternalName);
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var factionsList = info.Factions;
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correctFaction = factionsList.Length == 0 || factionsList.Contains(self.Owner.Faction.InternalName);
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}
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public void Selling(Actor self) { }
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void Emit(Actor self)
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{
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if (!correctRace)
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if (!correctFaction)
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return;
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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@@ -27,8 +27,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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[Desc("Only enable this queue for certain factions")]
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public readonly string[] Race = { };
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[Desc("Only enable this queue for certain factions.")]
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public readonly string[] Factions = { };
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Traits
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[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
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[Sync] public bool Enabled { get; private set; }
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public string Race { get; private set; }
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public string Faction { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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{
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@@ -97,8 +97,8 @@ namespace OpenRA.Mods.Common.Traits
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playerPower = playerActor.Trait<PowerManager>();
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developerMode = playerActor.Trait<DeveloperMode>();
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Race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Race.Any() || info.Race.Contains(Race);
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Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
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CacheProduceables(playerActor);
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}
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@@ -123,8 +123,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!Info.Sticky)
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{
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Race = self.Owner.Faction.InternalName;
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Enabled = !Info.Race.Any() || Info.Race.Contains(Race);
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Faction = self.Owner.Faction.InternalName;
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Enabled = !Info.Factions.Any() || Info.Factions.Contains(Faction);
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}
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// Regenerate the produceables and tech tree state
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@@ -371,7 +371,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Race))
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Faction))
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{
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FinishProduction();
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return true;
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@@ -21,8 +21,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Exposed via the UI to the player.")]
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public readonly string ClassName = "Unlabeled";
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[Desc("Only available when selecting this faction.", "Leave empty for no restrictions.")]
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public readonly string[] Races = { };
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[Desc("Only available when selecting one of these factions.", "Leave empty for no restrictions.")]
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public readonly string[] Factions = { };
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[Desc("The mobile construction vehicle.")]
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public readonly string BaseActor = null;
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings.StartingUnitsClass;
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var unitGroup = w.Map.Rules.Actors["world"].Traits.WithInterface<MPStartUnitsInfo>()
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.Where(g => g.Class == spawnClass && g.Races != null && g.Races.Contains(p.Faction.InternalName))
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.Where(g => g.Class == spawnClass && g.Factions != null && g.Factions.Contains(p.Faction.InternalName))
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.RandomOrDefault(w.SharedRandom);
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if (unitGroup == null)
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@@ -1736,6 +1736,30 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "Offset";
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}
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if (engineVersion < 20150811)
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{
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if (node.Key.StartsWith("ProductionQueue"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Race");
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if (race != null)
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race.Key = "Factions";
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}
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if (node.Key.StartsWith("EmitInfantryOnSell"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Races");
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if (race != null)
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race.Key = "Factions";
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}
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if (node.Key.StartsWith("MPStartUnits"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Races");
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if (race != null)
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race.Key = "Factions";
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}
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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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