splitting traits into own files
This commit is contained in:
@@ -154,332 +154,4 @@ namespace OpenRa.Game
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}
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}
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}
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namespace Traits
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{
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interface ITick
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{
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void Tick( Actor self, Game game, int dt );
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}
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interface IRender
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{
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IEnumerable<Pair<Sprite, float2>> Render( Actor self );
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}
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interface IOrder
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{
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Order Order( Actor self, Game game, int2 xy );
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}
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abstract class RenderSimple : IRender, ITick
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{
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public Animation anim;
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public RenderSimple( Actor self )
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{
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anim = new Animation( self.unitInfo.Image ?? self.unitInfo.Name );
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}
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public abstract IEnumerable<Pair<Sprite, float2>> Render( Actor self );
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public virtual void Tick( Actor self, Game game, int dt )
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{
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anim.Tick( dt );
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}
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}
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class RenderBuilding : RenderSimple
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{
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public RenderBuilding( Actor self )
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: base( self )
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{
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anim.PlayThen( "make", () => anim.PlayRepeating( "idle" ) );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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yield return Pair.New( anim.Image, 24f * (float2)self.Location );
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}
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}
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class RenderBuildingTurreted : RenderBuilding
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{
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public RenderBuildingTurreted( Actor self )
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: base( self )
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{
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anim.PlayThen( "make", () => anim.PlayFetchIndex( "idle", () => self.traits.Get<Turreted>().turretFacing ) );
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}
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}
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class RenderBuildingOre : RenderBuilding
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{
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public RenderBuildingOre(Actor self)
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: base(self)
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{
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anim.PlayThen("make", () => anim.PlayFetchIndex("idle", () => (int)(5 * self.Owner.GetSiloFullness())));
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}
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}
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class RenderWarFactory : RenderBuilding
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{
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public Animation roof;
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bool doneBuilding;
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public RenderWarFactory( Actor self )
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: base( self )
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{
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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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doneBuilding = true;
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anim.Play( "idle" );
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roof.Play( "idle-top" );
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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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{
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yield return Pair.New( anim.Image, 24f * (float2)self.Location );
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if( doneBuilding )
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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, Game game, int dt )
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{
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base.Tick( self, game, dt );
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roof.Tick( dt );
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}
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}
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class RenderUnit : RenderSimple
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{
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public RenderUnit( Actor self )
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: base( self )
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{
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anim.PlayFetchIndex( "idle", () => self.traits.Get<Mobile>().facing );
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}
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protected static Pair<Sprite, float2> Centered( Sprite s, float2 location )
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{
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var loc = location - 0.5f * s.size;
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return Pair.New( s, loc.Round() );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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var mobile = self.traits.Get<Mobile>();
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float fraction = ( mobile.moveFraction > 0 ) ? (float)mobile.moveFraction / mobile.moveFractionTotal : 0f;
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var centerLocation = new float2( 12, 12 ) + 24 * float2.Lerp( mobile.fromCell, mobile.toCell, fraction );
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yield return Centered( anim.Image, centerLocation );
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}
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}
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class RenderUnitTurreted : RenderUnit
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{
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public Animation turretAnim;
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public RenderUnitTurreted( Actor self )
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: base( self )
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{
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turretAnim = new Animation( self.unitInfo.Name );
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turretAnim.PlayFetchIndex( "turret", () => self.traits.Get<Turreted>().turretFacing );
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}
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public override IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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var mobile = self.traits.Get<Mobile>();
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yield return Centered( anim.Image, self.CenterLocation );
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yield return Centered( turretAnim.Image, self.CenterLocation );
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}
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public override void Tick( Actor self, Game game, int dt )
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{
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base.Tick( self, game, dt );
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turretAnim.Tick( dt );
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}
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}
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class Mobile : ITick, IOrder
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{
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public Actor self;
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public int2 fromCell, destination;
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public int2 toCell { get { return self.Location; } }
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public int moveFraction, moveFractionTotal;
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public int facing;
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public Mobile( Actor self )
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{
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this.self = self;
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fromCell = destination = self.Location;
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}
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public bool Turn( int desiredFacing )
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{
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if( facing == desiredFacing )
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return false;
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int df = ( desiredFacing - facing + 32 ) % 32;
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facing = ( facing + ( df > 16 ? 31 : 1 ) ) % 32;
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return true;
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}
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static float2[] fvecs = Util.MakeArray<float2>( 32,
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i => -float2.FromAngle( i / 16.0f * (float)Math.PI ) * new float2( 1f, 1.3f ) );
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int GetFacing( float2 d )
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{
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if( float2.WithinEpsilon( d, float2.Zero, 0.001f ) )
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return facing;
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int highest = -1;
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float highestDot = -1.0f;
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for( int i = 0 ; i < fvecs.Length ; i++ )
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{
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float dot = float2.Dot( fvecs[ i ], d );
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if( dot > highestDot )
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{
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highestDot = dot;
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highest = i;
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}
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}
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return highest;
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}
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void UpdateCenterLocation()
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{
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float fraction = ( moveFraction > 0 ) ? (float)moveFraction / moveFractionTotal : 0f;
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self.CenterLocation = new float2( 12, 12 ) + 24 * float2.Lerp( fromCell, toCell, fraction );
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}
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public void Tick( Actor self, Game game, int dt )
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{
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Move( self, game, dt );
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UpdateCenterLocation();
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}
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void Move( Actor self, Game game, int dt )
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{
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if( fromCell != toCell )
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{
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if( Turn( GetFacing( toCell - fromCell ) ) )
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return;
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moveFraction += dt * ( (UnitInfo.MobileInfo)self.unitInfo ).Speed;
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}
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if( moveFraction < moveFractionTotal )
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return;
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moveFraction = 0;
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moveFractionTotal = 0;
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fromCell = toCell;
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if( destination == toCell )
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return;
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List<int2> res = game.pathFinder.FindUnitPath( toCell, PathFinder.DefaultEstimator( destination ) );
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if( res.Count != 0 )
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{
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self.Location = res[ res.Count - 1 ];
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int2 dir = toCell - fromCell;
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moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 2500 : 2000;
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}
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else
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destination = toCell;
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}
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public Order Order( Actor self, Game game, int2 xy )
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{
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if( xy != toCell )
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return new MoveOrder( self, xy );
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return null;
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}
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}
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class McvDeploy : IOrder, ITick
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{
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public bool Deploying;
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public McvDeploy( Actor self )
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{
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}
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public Order Order( Actor self, Game game, int2 xy )
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{
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// TODO: check that there's enough space at the destination.
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if( xy == self.Location )
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return new DeployMcvOrder( self );
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return null;
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}
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public void Tick( Actor self, Game game, int dt )
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{
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if( !Deploying )
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return;
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if( self.traits.Get<Mobile>().Turn( 12 ) )
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return;
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game.world.AddFrameEndTask( _ =>
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{
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game.world.Remove( self );
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game.world.Add( new Actor( "fact", self.Location - new int2( 1, 1 ), self.Owner ) );
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} );
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}
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}
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class Turreted
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: ITick // temporary.
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{
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public int turretFacing = 24;
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public Turreted( Actor self )
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{
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}
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// temporary.
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public void Tick( Actor self, Game game, int dt )
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{
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turretFacing = ( turretFacing + 1 ) % 32;
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}
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}
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class Building : ITick
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{
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public Building( Actor self )
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{
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}
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bool first = true;
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public void Tick( Actor self, Game game, int dt )
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{
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if( first && self.Owner == game.LocalPlayer )
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{
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self.Owner.TechTree.Build( self.unitInfo.Name, true );
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self.CenterLocation = 24 * (float2)self.Location + 0.5f * self.SelectedSize;
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}
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first = false;
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}
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}
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class Tree : IRender
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{
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Sprite Image;
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public Tree( Sprite treeImage )
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{
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Image = treeImage;
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}
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public IEnumerable<Pair<Sprite, float2>> Render( Actor self )
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{
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yield return Pair.New( Image, 24 * (float2)self.Location );
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}
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}
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}
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}
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