Files
OpenRA/OpenRA.Game/Map/ActorInitializer.cs
RoosterDragon 36660b89e9 Silence IDE0290.
This rule recommends use of primary constructors. Apply the suggestions on simple POCOs, adjusting some to readonly/structs/records at the same time. For more complex classes, the use of primary constructors is more distracting than helpful, so silence the rule. IDEs can still offer fixes for using primary constructors, but it will not show up as a build issue.
2025-04-02 10:18:32 +03:00

272 lines
7.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 System.Linq;
using System.Reflection;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA
{
public interface IActorInitializer
{
World World { get; }
T GetOrDefault<T>(TraitInfo info) where T : ActorInit;
T Get<T>(TraitInfo info) where T : ActorInit;
U GetValue<T, U>(TraitInfo info) where T : ValueActorInit<U>;
U GetValue<T, U>(TraitInfo info, U fallback) where T : ValueActorInit<U>;
bool Contains<T>(TraitInfo info) where T : ActorInit;
T GetOrDefault<T>() where T : ActorInit, ISingleInstanceInit;
T Get<T>() where T : ActorInit, ISingleInstanceInit;
U GetValue<T, U>() where T : ValueActorInit<U>, ISingleInstanceInit;
U GetValue<T, U>(U fallback) where T : ValueActorInit<U>, ISingleInstanceInit;
bool Contains<T>() where T : ActorInit, ISingleInstanceInit;
}
public class ActorInitializer : IActorInitializer
{
public readonly Actor Self;
public World World => Self.World;
internal TypeDictionary Dict;
public ActorInitializer(Actor actor, TypeDictionary dict)
{
Self = actor;
Dict = dict;
}
public T GetOrDefault<T>(TraitInfo info) where T : ActorInit
{
var inits = Dict.WithInterface<T>();
// Traits tagged with an instance name prefer inits with the same name.
// If a more specific init is not available, fall back to an unnamed init.
// If duplicate inits are defined, take the last to match standard yaml override expectations
if (!string.IsNullOrEmpty(info?.InstanceName))
return inits.LastOrDefault(i => i.InstanceName == info.InstanceName) ??
inits.LastOrDefault(i => string.IsNullOrEmpty(i.InstanceName));
// Untagged traits will only use untagged inits
return inits.LastOrDefault(i => string.IsNullOrEmpty(i.InstanceName));
}
public T Get<T>(TraitInfo info) where T : ActorInit
{
var init = GetOrDefault<T>(info);
if (init == null)
throw new InvalidOperationException($"TypeDictionary does not contain instance of type `{typeof(T)}`");
return init;
}
public U GetValue<T, U>(TraitInfo info) where T : ValueActorInit<U>
{
return Get<T>(info).Value;
}
public U GetValue<T, U>(TraitInfo info, U fallback) where T : ValueActorInit<U>
{
var init = GetOrDefault<T>(info);
return init != null ? init.Value : fallback;
}
public bool Contains<T>(TraitInfo info) where T : ActorInit { return GetOrDefault<T>(info) != null; }
public T GetOrDefault<T>() where T : ActorInit, ISingleInstanceInit
{
return Dict.GetOrDefault<T>();
}
public T Get<T>() where T : ActorInit, ISingleInstanceInit
{
return Dict.Get<T>();
}
public U GetValue<T, U>() where T : ValueActorInit<U>, ISingleInstanceInit
{
return Get<T>().Value;
}
public U GetValue<T, U>(U fallback) where T : ValueActorInit<U>, ISingleInstanceInit
{
var init = GetOrDefault<T>();
return init != null ? init.Value : fallback;
}
public bool Contains<T>() where T : ActorInit, ISingleInstanceInit { return GetOrDefault<T>() != null; }
}
/*
* Things to be aware of when writing ActorInits:
*
* - ActorReference and ActorGlobal can dynamically create objects without calling a constructor.
* The object will be allocated directly then the best matching Initialize() method will be called to set valid state.
* - ActorReference will always attempt to call Initialize(MiniYaml). ActorGlobal will use whichever one it first
* finds with an argument type that matches the given LuaValue.
* - Most ActorInits will want to inherit either ValueActorInit<T> or CompositeActorInit which hide the low-level plumbing.
* - Inits that reference actors should use ActorInitActorReference which allows actors to be referenced by name in map.yaml
* - Inits that should only have a single instance defined on an actor should implement ISingleInstanceInit to allow
* direct queries and runtime enforcement.
* - Inits that aren't ISingleInstanceInit should expose a ctor that accepts a TraitInfo to allow per-trait targeting.
*/
public abstract class ActorInit
{
[FieldLoader.Ignore]
public readonly string InstanceName;
protected ActorInit(string instanceName)
{
InstanceName = instanceName;
}
protected ActorInit() { }
public abstract MiniYaml Save();
}
public interface ISingleInstanceInit { }
public abstract class ValueActorInit<T> : ActorInit
{
readonly T value;
protected ValueActorInit(TraitInfo info, T value)
: base(info.InstanceName) { this.value = value; }
protected ValueActorInit(string instanceName, T value)
: base(instanceName) { this.value = value; }
protected ValueActorInit(T value) { this.value = value; }
public virtual T Value => value;
public virtual void Initialize(MiniYaml yaml)
{
Initialize(FieldLoader.GetValue<T>(nameof(value), yaml.Value));
}
public virtual void Initialize(T value)
{
typeof(ValueActorInit<T>)
.GetField(nameof(value), BindingFlags.NonPublic | BindingFlags.Instance)
?.SetValue(this, value);
}
public override MiniYaml Save()
{
return new MiniYaml(FieldSaver.FormatValue(value));
}
}
public abstract class CompositeActorInit : ActorInit
{
protected CompositeActorInit(TraitInfo info)
: base(info.InstanceName) { }
protected CompositeActorInit() { }
public virtual void Initialize(MiniYaml yaml)
{
FieldLoader.Load(this, yaml);
}
public virtual void Initialize(Dictionary<string, object> values)
{
foreach (var field in GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance))
{
var sa = field.GetCustomAttributes<FieldLoader.SerializeAttribute>(false).DefaultIfEmpty(FieldLoader.SerializeAttribute.Default).First();
if (!sa.Serialize)
continue;
if (values.TryGetValue(field.Name, out var value))
field.SetValue(this, value);
}
}
public virtual Dictionary<string, Type> InitializeArgs()
{
var dict = new Dictionary<string, Type>();
foreach (var field in GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance))
{
var sa = field.GetCustomAttributes<FieldLoader.SerializeAttribute>(false).DefaultIfEmpty(FieldLoader.SerializeAttribute.Default).First();
if (!sa.Serialize)
continue;
dict[field.Name] = field.FieldType;
}
return dict;
}
public override MiniYaml Save()
{
return FieldSaver.Save(this);
}
}
public class LocationInit(CPos value) : ValueActorInit<CPos>(value), ISingleInstanceInit
{
}
public class OwnerInit : ActorInit, ISingleInstanceInit
{
public readonly string InternalName;
readonly Player value;
public OwnerInit(Player value)
{
this.value = value;
InternalName = value.InternalName;
}
public OwnerInit(string value)
{
InternalName = value;
}
public Player Value(World world)
{
return value ?? world.Players.First(x => x.InternalName == InternalName);
}
public void Initialize(MiniYaml yaml)
{
typeof(OwnerInit)
.GetField(nameof(InternalName), BindingFlags.Public | BindingFlags.Instance)
?.SetValue(this, yaml.Value);
}
public void Initialize(Player player)
{
typeof(OwnerInit)
.GetField(nameof(value), BindingFlags.NonPublic | BindingFlags.Instance)
?.SetValue(this, player);
}
public override MiniYaml Save()
{
return new MiniYaml(InternalName);
}
}
public abstract class RuntimeFlagInit : ActorInit, ISuppressInitExport
{
public override MiniYaml Save()
{
throw new NotImplementedException("RuntimeFlagInit cannot be saved");
}
}
}