#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Player receives a unit for free once the building is placed. This also works for structures.", "If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...")] public class FreeActorInfo : ConditionalTraitInfo, IEditorActorOptions { [ActorReference] [FieldLoader.Require] [Desc("Name of the actor.")] public readonly string Actor = null; [Desc("Offset relative to the top-left cell of the building.")] public readonly CVec SpawnOffset = CVec.Zero; [Desc("Which direction the unit should face.")] public readonly int Facing = 0; [Desc("Whether another actor should spawn upon re-enabling the trait.")] public readonly bool AllowRespawn = false; [Desc("Display order for the free actor checkbox in the map editor")] public readonly int EditorFreeActorDisplayOrder = 4; IEnumerable IEditorActorOptions.ActorOptions(ActorInfo ai, World world) { yield return new EditorActorCheckbox("Spawn Child Actor", EditorFreeActorDisplayOrder, actor => { var init = actor.GetInitOrDefault(this); if (init != null) return init.Value; return true; }, (actor, value) => { actor.ReplaceInit(new FreeActorInit(this, value), this); }); } public override object Create(ActorInitializer init) { return new FreeActor(init, this); } } public class FreeActor : ConditionalTrait { protected bool allowSpawn; public FreeActor(ActorInitializer init, FreeActorInfo info) : base(info) { allowSpawn = init.GetValue(info, true); } protected override void TraitEnabled(Actor self) { if (!allowSpawn) return; allowSpawn = Info.AllowRespawn; self.World.AddFrameEndTask(w => { w.CreateActor(Info.Actor, new TypeDictionary { new ParentActorInit(self), new LocationInit(self.Location + Info.SpawnOffset), new OwnerInit(self.Owner), new FacingInit(Info.Facing), }); }); } } public class FreeActorInit : ValueActorInit { public FreeActorInit(TraitInfo info, bool value) : base(info, value) { } } public class ParentActorInit : ValueActorInit, ISingleInstanceInit { public ParentActorInit(Actor value) : base(value) { } } }