made parabombs work
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@@ -1,67 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.Orders;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.Cnc
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{
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class AirstrikePowerInfo : SupportPowerInfo
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{
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public override object Create(Actor self) { return new AirstrikePower(self, this); }
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}
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class AirstrikePower : SupportPower, IResolveOrder
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{
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public AirstrikePower(Actor self, AirstrikePowerInfo info) : base(self, info) { }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new GenericSelectTarget(Owner.PlayerActor, "Airstrike", "ability");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Airstrike")
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{
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var startPos = Owner.World.ChooseRandomEdgeCell();
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Owner.World.AddFrameEndTask(w =>
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{
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var a = w.CreateActor("a10", startPos, Owner);
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a.traits.Get<Unit>().Facing = Util.GetFacing(order.TargetLocation - startPos, 0);
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a.traits.Get<Unit>().Altitude = a.Info.Traits.Get<PlaneInfo>().CruiseAltitude;
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a.traits.Get<CarpetBomb>().SetTarget(order.TargetLocation);
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a.CancelActivity();
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a.QueueActivity(new Fly(order.TargetLocation));
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a.QueueActivity(new FlyOffMap { Interruptible = false });
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a.QueueActivity(new RemoveSelf());
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});
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if (Owner == Owner.World.LocalPlayer)
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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}
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}
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@@ -1,74 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
|
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class CarpetBombInfo : ITraitInfo
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{
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public readonly string Weapon = null;
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public readonly int Range = 0;
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public object Create(Actor self) { return new CarpetBomb(self); }
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}
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class CarpetBomb : ITick // todo: maybe integrate this better with the normal weapons system?
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{
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int2 Target;
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int dropDelay;
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public CarpetBomb(Actor self) { }
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public void SetTarget(int2 targetCell) { Target = targetCell; }
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public void Tick(Actor self)
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{
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var info = self.Info.Traits.Get<CarpetBombInfo>();
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if ((self.Location - Target).LengthSquared > info.Range * info.Range)
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return;
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var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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if (--dropDelay <= 0)
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{
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var weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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dropDelay = weapon.ROF;
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var args = new ProjectileArgs
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{
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srcAltitude = self.traits.Get<Unit>().Altitude,
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destAltitude = 0,
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src = self.CenterLocation.ToInt2(),
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dest = self.CenterLocation.ToInt2(),
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facing = self.traits.Get<Unit>().Facing,
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firedBy = self,
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weapon = weapon
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};
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self.World.Add(args.weapon.Projectile.Create(args));
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}
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}
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}
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}
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@@ -45,8 +45,6 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AirstrikePower.cs" />
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<Compile Include="CarpetBomb.cs" />
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<Compile Include="CriticalBuildingState.cs" />
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="IonCannonPower.cs" />
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