Files
OpenRA/OpenRA.Mods.Common/Traits/Buildings/FreeActor.cs
2021-06-29 18:33:21 -05:00

101 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.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 WAngle Facing = WAngle.Zero;
[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<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
{
yield return new EditorActorCheckbox("Spawn Child Actor", EditorFreeActorDisplayOrder,
actor =>
{
var init = actor.GetInitOrDefault<FreeActorInit>(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<FreeActorInfo>
{
protected bool allowSpawn;
public FreeActor(ActorInitializer init, FreeActorInfo info)
: base(info)
{
allowSpawn = init.GetValue<FreeActorInit, bool>(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<bool>
{
public FreeActorInit(TraitInfo info, bool value)
: base(info, value) { }
}
public class ParentActorInit : ValueActorInit<ActorInitActorReference>, ISingleInstanceInit
{
public ParentActorInit(Actor value)
: base(value) { }
}
}