Refactoring + cnc weap
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@@ -43,22 +43,19 @@ namespace OpenRA.Traits
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public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
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{
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Game.Debug("Creating actor {0}".F(newUnit.Info.Name));
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var move = newUnit.traits.Get<IMove>();
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var facing = newUnit.traits.GetOrDefault<IFacing>();
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var mobile = newUnit.traits.Get<Mobile>();
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// Unit can be built; add to the world
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self.World.Add(newUnit);
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Game.Debug("Added to world");
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// Set the physical position of the unit as the exit cell
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mobile.SetPosition(newUnit,exit);
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move.SetPosition(newUnit,exit);
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var to = Util.CenterOfCell(exit);
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newUnit.CenterLocation = spawn;
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if (facing != null)
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facing.Facing = Util.GetFacing(to - spawn, facing.Facing);
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self.World.Add(newUnit);
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// Animate the spawn -> exit transition
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newUnit.CenterLocation = spawn;
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mobile.Facing = Util.GetFacing(to - spawn, mobile.Facing);
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var speed = mobile.MovementSpeedForCell(self, exit);
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var speed = move.MovementSpeedForCell(self, exit);
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var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
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newUnit.QueueActivity(new Activities.Drag(spawn, to, length));
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@@ -68,6 +65,7 @@ namespace OpenRA.Traits
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if (rp != null)
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{
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target = rp.rallyPoint;
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// Todo: Move implies unit has Mobile
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newUnit.QueueActivity(new Activities.Move(target, 1));
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}
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@@ -82,7 +80,7 @@ namespace OpenRA.Traits
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, newUnit);
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t.UnitProduced(self, newUnit, exit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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}
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@@ -94,40 +92,26 @@ namespace OpenRA.Traits
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new OwnerInit( self.Owner ),
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});
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// Todo: remove assumption on Mobile
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// Todo: remove assumption on Mobile;
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// required for 3-arg CanEnterCell
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var mobile = newUnit.traits.Get<Mobile>();
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Pick a spawn/exit point pair
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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var exit = self.Location + s.Value;
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var spawn = self.CenterLocation + s.Key;
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if (mobile.CanEnterCell(exit,self,true))
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{
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success = true;
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break;
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DoProduction(self, newUnit, exit, spawn);
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return true;
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}
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}
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if (!success)
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{
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// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
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newUnit.traits.Get<Mobile>().RemoveInfluence();
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return false;
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}
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DoProduction(self, newUnit, exit, spawn);
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return true;
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return false;
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}
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// "primary building" crap - perhaps this should be split?
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bool isPrimary = false;
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public bool IsPrimary { get { return isPrimary; } }
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