cargo: added cargo-related sequences for APC/LST/TRAN; moved Passengers onto UnitInfo for convenience (and to allow garrisoning without a big hack); added Cargo trait to all known transports
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61
OpenRa.Game/Traits/Cargo.cs
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61
OpenRa.Game/Traits/Cargo.cs
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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.Game.GameRules;
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namespace OpenRa.Game.Traits
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{
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class Cargo : IPips, IOrder
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{
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List<Actor> cargo = new List<Actor>();
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public Cargo(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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// todo: check if there is an unoccupied `land` tile adjacent
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if (mi.Button == MouseButton.Right && underCursor == self && cargo.Count > 0)
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return new Order("Deploy", self, null, int2.Zero, null);
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return null;
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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 == "Deploy")
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{
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// todo: eject the units
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self.CancelActivity();
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}
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}
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public bool IsFull(Actor self)
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{
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return cargo.Count == self.Info.Passengers;
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}
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public IEnumerable<PipType> GetPips( Actor self )
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{
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for (var i = 0; i < self.Info.Passengers; i++)
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if (i >= cargo.Count)
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yield return PipType.Transparent;
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else
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yield return GetPipForPassenger(cargo[i]);
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}
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static PipType GetPipForPassenger(Actor a)
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{
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// probably not actually right yet; fix to match real-ra
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if (a.traits.Contains<AutoHeal>())
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return PipType.Yellow;
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if (!a.traits.WithInterface<AttackBase>().Any())
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return PipType.Yellow; // noncombat [E6,SPY,THF]
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if (a.traits.Contains<C4Demolition>())
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return PipType.Red; // E7
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return PipType.Green;
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}
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}
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}
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