Implement "Enter Tunnel" cursor.
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74
OpenRA.Mods.Common/Traits/TunnelEntrance.cs
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74
OpenRA.Mods.Common/Traits/TunnelEntrance.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Provides a target for players to issue orders for units to move through a TerrainTunnel.",
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"The host actor should be placed so that the Sensor position overlaps one of the TerrainTunnel portal cells.")]
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public class TunnelEntranceInfo : ITraitInfo
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{
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[FieldLoader.Require]
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[Desc("Offset to use as a staging point for actors entering or exiting the tunnel.",
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"Should be at least Margin cells away from the actual entrance.")]
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public readonly CVec RallyPoint = CVec.Zero;
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[Desc("Cell radius to use as a staging area around the RallyPoint.")]
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public readonly int Margin = 2;
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[Desc("Offset to check for the corresponding TerrainTunnel portal cell(s).")]
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public readonly CVec Sensor = CVec.Zero;
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public object Create(ActorInitializer init) { return new TunnelEntrance(init.Self, this); }
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}
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public class TunnelEntrance : INotifyCreated
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{
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readonly TunnelEntranceInfo info;
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public readonly CPos Entrance;
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public CPos? Exit { get; private set; }
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public int NearEnough { get { return info.Margin; } }
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public TunnelEntrance(Actor self, TunnelEntranceInfo info)
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{
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this.info = info;
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Entrance = self.Location + info.RallyPoint;
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}
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void INotifyCreated.Created(Actor self)
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{
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// Find the map tunnel associated with this entrance
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var sensor = self.Location + info.Sensor;
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var tunnel = self.World.WorldActor.Info.TraitInfos<TerrainTunnelInfo>()
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.FirstOrDefault(tti => tti.PortalCells().Contains(sensor));
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if (tunnel != null)
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{
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// Find the matching entrance at the other end of the tunnel
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// Run at the end of the tick to make sure that all the entrances exist in the world
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self.World.AddFrameEndTask(w =>
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{
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var portalCells = tunnel.PortalCells().ToList();
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var other = self.World.ActorsWithTrait<TunnelEntrance>()
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.FirstOrDefault(x => x.Actor != self && portalCells.Contains(x.Actor.Location + x.Trait.info.Sensor));
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if (other.Trait != null)
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Exit = other.Trait.Entrance;
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});
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}
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}
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}
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}
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