Files
OpenRA/OpenRA.Mods.Common/ActorInitializer.cs
Paul Chote b38018af9c Replace IActorInit with an abstract class.
A shared ValueActorInit<T> is introduced to reduce duplication
in the most common init cases, and an ActorInitActorReference
allow actors to be referenced by map.yaml name.
2020-06-08 19:18:38 +02:00

138 lines
3.5 KiB
C#

#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.ComponentModel;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
public class FacingInit : ValueActorInit<int>
{
public FacingInit(int value)
: base(value) { }
}
public class CreationActivityDelayInit : ValueActorInit<int>
{
public CreationActivityDelayInit(int value)
: base(value) { }
}
public class DynamicFacingInit : ValueActorInit<Func<int>>
{
public DynamicFacingInit(Func<int> value)
: base(value) { }
}
public class SubCellInit : ValueActorInit<SubCell>
{
public SubCellInit(SubCell value)
: base(value) { }
}
public class CenterPositionInit : ValueActorInit<WPos>
{
public CenterPositionInit(WPos value)
: base(value) { }
}
// Allows maps / transformations to specify the faction variant of an actor.
public class FactionInit : ValueActorInit<string>
{
public FactionInit(string value)
: base(value) { }
}
public class EffectiveOwnerInit : ValueActorInit<Player>
{
public EffectiveOwnerInit(Player value)
: base(value) { }
}
internal class ActorInitLoader : TypeConverter
{
public override bool CanConvertFrom(ITypeDescriptorContext context, Type sourceType)
{
return sourceType == typeof(string) || base.CanConvertFrom(context, sourceType);
}
public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
{
return new ActorInitActorReference(value as string);
}
public override bool CanConvertTo(ITypeDescriptorContext context, Type destinationType)
{
return destinationType == typeof(string) || base.CanConvertTo(context, destinationType);
}
public override object ConvertTo(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value, Type destinationType)
{
if (destinationType == typeof(string))
{
var reference = value as ActorInitActorReference;
if (reference != null)
return reference.InternalName;
}
return base.ConvertTo(context, culture, value, destinationType);
}
}
[TypeConverter(typeof(ActorInitLoader))]
public class ActorInitActorReference
{
public readonly string InternalName;
readonly Actor actor;
public ActorInitActorReference(Actor actor)
{
this.actor = actor;
}
public ActorInitActorReference(string internalName)
{
InternalName = internalName;
}
Actor InnerValue(World world)
{
if (actor != null)
return actor;
var sma = world.WorldActor.Trait<SpawnMapActors>();
return sma.Actors[InternalName];
}
/// <summary>
/// The lazy value may reference other actors that have not been created
/// yet, so must not be resolved from the actor constructor or Created method.
/// Use a FrameEndTask or wait until it is actually needed.
/// </summary>
public Lazy<Actor> Actor(World world)
{
return new Lazy<Actor>(() => InnerValue(world));
}
public static implicit operator ActorInitActorReference(Actor a)
{
return new ActorInitActorReference(a);
}
public static implicit operator ActorInitActorReference(string mapName)
{
return new ActorInitActorReference(mapName);
}
}
}