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@@ -191,14 +191,16 @@ namespace OpenRa.Game
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if (producer == null)
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throw new InvalidOperationException("BuildUnit without suitable production structure!");
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var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player);
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player);
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var mobile = unit.traits.Get<Mobile>();
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mobile.facing = 128;
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mobile.QueueAction( new Traits.Mobile.MoveTo( unit.Location + new int2( 0, 3 ) ) );
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world.AddFrameEndTask(_ => world.Add(unit));
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// todo: make the producing building play `build`
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if (producer.traits.Contains<RenderWarFactory>())
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producer.traits.Get<RenderWarFactory>().EjectUnit();
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}
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}
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}
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@@ -7,6 +7,7 @@ namespace OpenRa.Game.Graphics
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readonly string name;
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Sequence currentSequence;
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int frame = 0;
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bool backwards = false;
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bool tickAlways;
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public Animation( string name )
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@@ -15,7 +16,16 @@ namespace OpenRa.Game.Graphics
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Play( "idle" );
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}
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public Sprite Image { get { return currentSequence.GetSprite( frame ); } }
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public Sprite Image
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{
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get
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{
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return backwards
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? currentSequence.GetSprite(currentSequence.End - frame - 1)
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: currentSequence.GetSprite(frame);
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}
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}
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public float2 Center { get { return 0.25f * new float2(currentSequence.GetSprite(0).bounds.Size); } }
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public void Play( string sequenceName )
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@@ -23,6 +33,11 @@ namespace OpenRa.Game.Graphics
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PlayThen(sequenceName, () => { });
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}
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public void PlayBackwards(string sequenceName)
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{
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PlayBackwardsThen(sequenceName, () => { });
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}
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public void PlayRepeating( string sequenceName )
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{
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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@@ -30,6 +45,7 @@ namespace OpenRa.Game.Graphics
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public void PlayThen( string sequenceName, Action after )
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{
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backwards = false;
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tickAlways = false;
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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frame = 0;
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@@ -45,8 +61,15 @@ namespace OpenRa.Game.Graphics
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};
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}
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public void PlayBackwardsThen(string sequenceName, Action after)
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{
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PlayThen(sequenceName, after);
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backwards = true;
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}
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public void PlayFetchIndex( string sequenceName, Func<int> func )
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{
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backwards = false;
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tickAlways = true;
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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frame = func();
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@@ -44,8 +44,8 @@ namespace OpenRa.Game.Graphics
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spriteRenderer.DrawSprite(image.First, loc,
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(owner != null) ? owner.Palette : 0);
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}
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}
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}
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public void Draw()
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{
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var rect = new RectangleF((region.Position + Game.viewport.Location).ToPointF(),
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@@ -54,6 +54,11 @@ namespace OpenRa.Game.Graphics
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foreach (Actor a in Game.world.Actors.OrderBy( u => u.CenterLocation.Y ))
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DrawSpriteList(a.Owner, rect, a.Render());
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foreach (var a in Game.world.Actors
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.Where(u => u.traits.Contains<Traits.RenderWarFactory>())
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.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
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DrawSpriteList(a.self.Owner, rect, a.RenderRoof(a.self)); /* RUDE HACK */
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foreach (IEffect e in Game.world.Effects)
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DrawSpriteList(e.Owner, rect, e.Render());
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@@ -11,10 +11,14 @@ namespace OpenRa.Game.Traits
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{
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public Animation roof;
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bool doneBuilding;
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bool isOpen;
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public readonly Actor self;
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public RenderWarFactory(Actor self)
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: base(self)
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{
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this.self = self;
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roof = new Animation(self.unitInfo.Image ?? self.unitInfo.Name);
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anim.PlayThen("make", () =>
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{
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@@ -24,19 +28,32 @@ namespace OpenRa.Game.Traits
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});
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}
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public override IEnumerable<Pair<Sprite, float2>> Render(Actor self)
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public IEnumerable<Pair<Sprite, float2>> RenderRoof(Actor self)
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{
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if (doneBuilding)
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return base.Render(self).Concat(
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new[] { Pair.New(roof.Image, 24f * (float2)self.Location) });
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else
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return base.Render(self);
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yield return Pair.New(roof.Image, 24f * (float2)self.Location);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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roof.Tick();
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var b = self.Bounds;
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if (isOpen && !Game.SelectUnitsInBox(
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new float2(b.Left, b.Top),
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new float2(b.Right, b.Bottom)).Any(a => a.traits.Contains<Mobile>()))
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{
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isOpen = false;
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roof.PlayBackwardsThen("build-top", () => roof.Play("idle-top"));
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}
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}
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public void EjectUnit()
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{
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/* todo: hold the door open */
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roof.PlayThen("build-top", () => isOpen = true);
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}
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}
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}
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