EmitInfantryOnSell moved to RA
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@@ -25,7 +25,7 @@ using OpenRA.Traits;
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namespace OpenRA.GameRules
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{
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static class Footprint
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public static class Footprint
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{
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public static IEnumerable<int2> Tiles( string name, BuildingInfo buildingInfo, int2 topLeft )
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{
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@@ -82,7 +82,6 @@
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<Compile Include="Group.cs" />
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<Compile Include="Orders\GenericSelectTarget.cs" />
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<Compile Include="Traits\Activities\Leap.cs" />
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<Compile Include="Traits\AI\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\AI\ReturnOnIdle.cs" />
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<Compile Include="Traits\Attack\AttackLeap.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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@@ -1,51 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.GameRules;
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namespace OpenRA.Traits.AI
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{
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class EmitInfantryOnSellInfo : TraitInfo<EmitInfantryOnSell>
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{
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public readonly float ValueFraction = .4f;
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public readonly float MinHpFraction = .3f;
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public readonly string[] ActorTypes = { "e1" }; // todo: cN as well
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}
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class EmitInfantryOnSell : INotifySold, INotifyDamage
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{
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public void Selling(Actor self) { }
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void Emit(Actor self)
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{
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var info = self.Info.Traits.Get<EmitInfantryOnSellInfo>();
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var cost = csv != null ? csv.Value : self.Info.Traits.Get<ValuedInfo>().Cost;
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var hp = self.Info.Traits.Get<OwnedActorInfo>().HP;
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var hpFraction = Math.Max(info.MinHpFraction, hp / self.GetMaxHP());
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var dudesValue = (int)(hpFraction * info.ValueFraction * cost);
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var eligibleLocations = Footprint.Tiles(self).ToList();
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var actorTypes = info.ActorTypes.Select(a => new { Name = a, Cost = Rules.Info[a].Traits.Get<ValuedInfo>().Cost }).ToArray();
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while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue))
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{
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var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom);
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var loc = eligibleLocations.Random(self.World.SharedRandom);
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eligibleLocations.Remove(loc);
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dudesValue -= at.Cost;
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self.World.AddFrameEndTask(w => w.CreateActor(at.Name, loc, self.Owner));
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}
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}
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public void Sold(Actor self) { Emit(self); }
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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Emit(self);
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}
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}
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}
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@@ -20,7 +20,7 @@
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namespace OpenRA.Traits
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{
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class ValuedInfo : ITraitInfo
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public class ValuedInfo : ITraitInfo
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{
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public readonly int Cost = 0;
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public readonly string Description = "";
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@@ -23,10 +23,10 @@ namespace OpenRA.Traits
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// allow a nonstandard sell/repair value to avoid
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// buy-sell exploits like c&c's PROC.
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class CustomSellValueInfo : TraitInfo<CustomSellValue>
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public class CustomSellValueInfo : TraitInfo<CustomSellValue>
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{
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public readonly int Value = 0;
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}
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class CustomSellValue {}
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public class CustomSellValue { }
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}
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