Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ProvidesCustomPrerequisite.cs
2015-05-04 01:39:32 +03:00

83 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ProvidesCustomPrerequisiteInfo : ITraitInfo
{
[Desc("The prerequisite type that this provides. If left empty it defaults to the actor's name.")]
public readonly string Prerequisite = null;
[Desc("Only grant this prerequisite when you have these prerequisites.")]
public readonly string[] RequiresPrerequisites = { };
[Desc("Only grant this prerequisite for certain factions.")]
public readonly string[] Race = { };
[Desc("Should it recheck everything when it is captured?")]
public readonly bool ResetOnOwnerChange = false;
public object Create(ActorInitializer init) { return new ProvidesCustomPrerequisite(init, this); }
}
public class ProvidesCustomPrerequisite : ITechTreePrerequisite, INotifyOwnerChanged
{
readonly ProvidesCustomPrerequisiteInfo info;
readonly string prerequisite;
bool enabled = true;
public ProvidesCustomPrerequisite(ActorInitializer init, ProvidesCustomPrerequisiteInfo info)
{
this.info = info;
prerequisite = info.Prerequisite;
if (string.IsNullOrEmpty(prerequisite))
prerequisite = init.Self.Info.Name;
var race = init.Contains<RaceInit>() ? init.Get<RaceInit, string>() : init.Self.Owner.Country.Race;
Update(init.Self.Owner, race);
}
public IEnumerable<string> ProvidesPrerequisites
{
get
{
if (!enabled)
yield break;
yield return prerequisite;
}
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
if (info.ResetOnOwnerChange)
Update(newOwner, newOwner.Country.Race);
}
void Update(Player owner, string race)
{
enabled = true;
if (info.Race.Any())
enabled = info.Race.Contains(race);
if (info.RequiresPrerequisites.Any() && enabled)
enabled = owner.PlayerActor.Trait<TechTree>().HasPrerequisites(info.RequiresPrerequisites);
}
}
}