Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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76
OpenRA.Mods.Cnc/Traits/Buildings/ClonesProducedUnits.cs
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76
OpenRA.Mods.Cnc/Traits/Buildings/ClonesProducedUnits.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Creates a free duplicate of produced units.")]
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public class ClonesProducedUnitsInfo : ConditionalTraitInfo, Requires<ProductionInfo>, Requires<ExitInfo>
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{
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[FieldLoader.Require]
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[Desc("Uses the \"Cloneable\" trait to determine whether or not we should clone a produced unit.")]
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public readonly BitSet<CloneableType> CloneableTypes = default;
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[FieldLoader.Require]
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[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
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public readonly string ProductionType = "";
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public override object Create(ActorInitializer init) { return new ClonesProducedUnits(init, this); }
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}
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public class ClonesProducedUnits : ConditionalTrait<ClonesProducedUnitsInfo>, INotifyOtherProduction
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{
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readonly Production[] productionTraits;
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public ClonesProducedUnits(ActorInitializer init, ClonesProducedUnitsInfo info)
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: base(info)
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{
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productionTraits = init.Self.TraitsImplementing<Production>().ToArray();
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}
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public void UnitProducedByOther(Actor self, Actor producer, Actor produced, string productionType, TypeDictionary init)
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{
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if (IsTraitDisabled)
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return;
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// No recursive cloning!
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if (producer.Owner != self.Owner || producer.Info.HasTraitInfo<ClonesProducedUnitsInfo>())
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return;
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var ci = produced.Info.TraitInfoOrDefault<CloneableInfo>();
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if (ci == null || !Info.CloneableTypes.Overlaps(ci.Types))
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return;
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var factionInit = init.GetOrDefault<FactionInit>();
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// Stop as soon as one production trait successfully produced
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foreach (var p in productionTraits)
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{
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if (!string.IsNullOrEmpty(Info.ProductionType) && !p.Info.Produces.Contains(Info.ProductionType))
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continue;
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var inits = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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factionInit ?? new FactionInit(BuildableInfo.GetInitialFaction(produced.Info, p.Faction))
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};
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if (p.Produce(self, produced.Info, Info.ProductionType, inits, 0))
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return;
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}
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}
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}
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}
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