Files
OpenRA/OpenRA.Mods.Common/Traits/World/SpawnMapActors.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

72 lines
2.2 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawns the initial units for each player upon game start.")]
public class SpawnMapActorsInfo : TraitInfo<SpawnMapActors> { }
public class SpawnMapActors : IWorldLoaded
{
public Dictionary<string, Actor> Actors = new Dictionary<string, Actor>();
public uint LastMapActorID { get; private set; }
public void WorldLoaded(World world, WorldRenderer wr)
{
var preventMapSpawns = world.WorldActor.TraitsImplementing<IPreventMapSpawn>()
.Concat(world.WorldActor.Owner.PlayerActor.TraitsImplementing<IPreventMapSpawn>())
.ToArray();
foreach (var kv in world.Map.ActorDefinitions)
{
var actorReference = new ActorReference(kv.Value.Value, kv.Value.ToDictionary());
// If there is no real player associated, don't spawn it.
var ownerName = actorReference.InitDict.Get<OwnerInit>().InternalName;
if (!world.Players.Any(p => p.InternalName == ownerName))
continue;
var initDict = actorReference.InitDict;
initDict.Add(new SkipMakeAnimsInit());
initDict.Add(new SpawnedByMapInit(kv.Key));
if (PreventMapSpawn(world, actorReference, preventMapSpawns))
continue;
var actor = world.CreateActor(actorReference.Type, initDict);
Actors[kv.Key] = actor;
LastMapActorID = actor.ActorID;
}
}
bool PreventMapSpawn(World world, ActorReference actorReference, IEnumerable<IPreventMapSpawn> preventMapSpawns)
{
foreach (var pms in preventMapSpawns)
if (pms.PreventMapSpawn(world, actorReference))
return true;
return false;
}
}
public class SkipMakeAnimsInit : RuntimeFlagInit { }
public class SpawnedByMapInit : ValueActorInit<string>, ISuppressInitExport
{
public SpawnedByMapInit(string value)
: base(value) { }
}
}