Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ProvidesPrerequisite.cs
RoosterDragon 0b4a54ab54 TechTree.GatherOwnedPrerequisites performance improvements.
- Consuming methods cared only about the count and not the actual actors, so only counts the actors rather that creating lists.
- ProvidesPrerequisites implementations return cached objects rather then allocating new enumerables on each call.
2023-05-06 20:07:35 +03:00

107 lines
2.9 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 OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ProvidesPrerequisiteInfo : ConditionalTraitInfo, ITechTreePrerequisiteInfo
{
[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 = Array.Empty<string>();
[Desc("Only grant this prerequisite for certain factions.")]
public readonly HashSet<string> Factions = new();
[Desc("Should it recheck everything when it is captured?")]
public readonly bool ResetOnOwnerChange = false;
IEnumerable<string> ITechTreePrerequisiteInfo.Prerequisites(ActorInfo info)
{
return new string[] { Prerequisite ?? info.Name };
}
public override object Create(ActorInitializer init) { return new ProvidesPrerequisite(init, this); }
}
public class ProvidesPrerequisite : ConditionalTrait<ProvidesPrerequisiteInfo>, ITechTreePrerequisite, INotifyOwnerChanged, INotifyCreated
{
readonly string[] prerequisites;
bool enabled;
TechTree techTree;
string faction;
public ProvidesPrerequisite(ActorInitializer init, ProvidesPrerequisiteInfo info)
: base(info)
{
if (string.IsNullOrEmpty(info.Prerequisite))
prerequisites = new[] { init.Self.Info.Name };
else
prerequisites = new[] { info.Prerequisite };
faction = init.GetValue<FactionInit, string>(init.Self.Owner.Faction.InternalName);
}
public IEnumerable<string> ProvidesPrerequisites => enabled ? prerequisites : Enumerable.Empty<string>();
protected override void Created(Actor self)
{
techTree = self.Owner.PlayerActor.Trait<TechTree>();
Update();
base.Created(self);
}
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
techTree = newOwner.PlayerActor.Trait<TechTree>();
if (Info.ResetOnOwnerChange)
faction = newOwner.Faction.InternalName;
Update();
}
void Update()
{
enabled = !IsTraitDisabled;
if (IsTraitDisabled)
return;
if (Info.Factions.Count > 0)
enabled = Info.Factions.Contains(faction);
if (Info.RequiresPrerequisites.Length > 0 && enabled)
enabled = techTree.HasPrerequisites(Info.RequiresPrerequisites);
}
protected override void TraitEnabled(Actor self)
{
Update();
techTree.ActorChanged(self);
}
protected override void TraitDisabled(Actor self)
{
Update();
techTree.ActorChanged(self);
}
}
}