Files
OpenRA/OpenRA.Mods.Cnc/Traits/Buildings/ClonesProducedUnits.cs

77 lines
2.5 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.Linq;
using OpenRA.Mods.Common;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Creates a free duplicate of produced units.")]
public class ClonesProducedUnitsInfo : ConditionalTraitInfo, Requires<ProductionInfo>, Requires<ExitInfo>
{
[FieldLoader.Require]
[Desc("Uses the \"Cloneable\" trait to determine whether or not we should clone a produced unit.")]
public readonly BitSet<CloneableType> CloneableTypes = default(BitSet<CloneableType>);
[FieldLoader.Require]
[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
public readonly string ProductionType = "";
public override object Create(ActorInitializer init) { return new ClonesProducedUnits(init, this); }
}
public class ClonesProducedUnits : ConditionalTrait<ClonesProducedUnitsInfo>, INotifyOtherProduction
{
readonly Production[] productionTraits;
public ClonesProducedUnits(ActorInitializer init, ClonesProducedUnitsInfo info)
: base(info)
{
productionTraits = init.Self.TraitsImplementing<Production>().ToArray();
}
public void UnitProducedByOther(Actor self, Actor producer, Actor produced, string productionType, TypeDictionary init)
{
if (IsTraitDisabled)
return;
// No recursive cloning!
if (producer.Owner != self.Owner || producer.Info.HasTraitInfo<ClonesProducedUnitsInfo>())
return;
var ci = produced.Info.TraitInfoOrDefault<CloneableInfo>();
if (ci == null || !Info.CloneableTypes.Overlaps(ci.Types))
return;
var factionInit = init.GetOrDefault<FactionInit>();
// Stop as soon as one production trait successfully produced
foreach (var p in productionTraits)
{
if (!string.IsNullOrEmpty(Info.ProductionType) && !p.Info.Produces.Contains(Info.ProductionType))
continue;
var inits = new TypeDictionary
{
new OwnerInit(self.Owner),
factionInit ?? new FactionInit(BuildableInfo.GetInitialFaction(produced.Info, p.Faction))
};
if (p.Produce(self, produced.Info, Info.ProductionType, inits))
return;
}
}
}
}