Make Exit Conditional
This commit is contained in:
committed by
Paul Chote
parent
47c4be9191
commit
faa35946b8
@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
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public class ExitInfo : TraitInfo<Exit>, Requires<IOccupySpaceInfo>
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public class ExitInfo : ConditionalTraitInfo, Requires<IOccupySpaceInfo>
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{
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[Desc("Offset at which that the exiting actor is spawned relative to the center of the producing actor.")]
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public readonly WVec SpawnOffset = WVec.Zero;
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@@ -34,41 +34,48 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Number of ticks to wait before moving into the world.")]
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public readonly int ExitDelay = 0;
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public override object Create(ActorInitializer init) { return new Exit(init, this); }
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}
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public class Exit { }
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public class Exit : ConditionalTrait<ExitInfo>
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{
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public Exit(ActorInitializer init, ExitInfo info)
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: base(info) { }
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}
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public static class ExitExts
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{
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public static ExitInfo FirstExitOrDefault(this ActorInfo info, string productionType = null)
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public static Exit FirstExitOrDefault(this Actor actor, string productionType = null)
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{
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var all = info.TraitInfos<ExitInfo>();
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var all = actor.TraitsImplementing<Exit>()
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.Where(Exts.IsTraitEnabled);
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if (string.IsNullOrEmpty(productionType))
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return all.FirstOrDefault(e => e.ProductionTypes.Count == 0);
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return all.FirstOrDefault(e => e.ProductionTypes.Count == 0 || e.ProductionTypes.Contains(productionType));
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return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0);
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return all.FirstOrDefault(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
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}
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public static IEnumerable<ExitInfo> Exits(this ActorInfo info, string productionType = null)
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public static IEnumerable<Exit> Exits(this Actor actor, string productionType = null)
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{
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var all = info.TraitInfos<ExitInfo>();
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var all = actor.TraitsImplementing<Exit>()
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.Where(Exts.IsTraitEnabled);
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if (string.IsNullOrEmpty(productionType))
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return all.Where(e => e.ProductionTypes.Count == 0);
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return all.Where(e => e.ProductionTypes.Count == 0 || e.ProductionTypes.Contains(productionType));
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return all.Where(e => e.Info.ProductionTypes.Count == 0);
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return all.Where(e => e.Info.ProductionTypes.Count == 0 || e.Info.ProductionTypes.Contains(productionType));
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}
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public static ExitInfo RandomExitOrDefault(this ActorInfo info, World world, string productionType, Func<ExitInfo, bool> p = null)
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public static Exit RandomExitOrDefault(this Actor actor, World world, string productionType, Func<Exit, bool> p = null)
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{
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var allOfType = Exits(info, productionType);
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var allOfType = Exits(actor, productionType);
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if (!allOfType.Any())
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return null;
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var shuffled = allOfType.Shuffle(world.SharedRandom);
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return p != null ? shuffled.FirstOrDefault(p) : shuffled.First();
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}
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public static ExitInfo RandomExitOrDefault(this Actor self, string productionType, Func<ExitInfo, bool> p = null)
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{
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return RandomExitOrDefault(self.Info, self.World, productionType, p);
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}
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}
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}
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