remove spurious IProducer interface; add IBlocksBullets and move Wall
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@@ -173,6 +173,7 @@
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<Compile Include="ThrowsParticles.cs" />
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<Compile Include="TraitsInterfaces.cs" />
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<Compile Include="DefaultShellmapScript.cs" />
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<Compile Include="Wall.cs" />
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<Compile Include="WaterPaletteRotation.cs" />
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<Compile Include="WithMuzzleFlash.cs" />
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<Compile Include="WithShadow.cs" />
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57
OpenRA.Mods.RA/Wall.cs
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57
OpenRA.Mods.RA/Wall.cs
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@@ -0,0 +1,57 @@
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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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class WallInfo : ITraitInfo
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{
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public readonly UnitMovementType[] CrushableBy = { };
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public object Create(Actor self) { return new Wall(self); }
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}
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public class Wall : ICrushable, IOccupySpace, IBlocksBullets
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{
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readonly Actor self;
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public Wall(Actor self)
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{
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this.self = self;
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self.World.WorldActor.traits.Get<UnitInfluence>().Add(self, this);
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}
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public IEnumerable<int2> OccupiedCells() { yield return self.Location; }
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public void OnCrush(Actor crusher) { self.InflictDamage(crusher, self.Health, null); }
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public bool IsCrushableBy(UnitMovementType umt, Player player)
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{
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return self.Info.Traits.Get<WallInfo>().CrushableBy.Contains(umt);
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}
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public bool IsPathableCrush(UnitMovementType umt, Player player)
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{
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return IsCrushableBy(umt, player);
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}
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}
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}
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