Add ChangesTerrain.
This commit is contained in:
committed by
Paul Chote
parent
1860b448b7
commit
4480f49e0f
@@ -291,6 +291,7 @@
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<Compile Include="Traits\Buildings\RepairsUnits.cs" />
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<Compile Include="Traits\Buildings\RepairsUnits.cs" />
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<Compile Include="Traits\Buildings\Reservable.cs" />
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<Compile Include="Traits\Buildings\Reservable.cs" />
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<Compile Include="Traits\Burns.cs" />
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<Compile Include="Traits\Burns.cs" />
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<Compile Include="Traits\ChangesTerrain.cs" />
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<Compile Include="Traits\Health.cs" />
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<Compile Include="Traits\Health.cs" />
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<Compile Include="Traits\PowerTooltip.cs" />
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<Compile Include="Traits\PowerTooltip.cs" />
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<Compile Include="Traits\Render\VeteranProductionIconOverlay.cs" />
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<Compile Include="Traits\Render\VeteranProductionIconOverlay.cs" />
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50
OpenRA.Mods.Common/Traits/ChangesTerrain.cs
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50
OpenRA.Mods.Common/Traits/ChangesTerrain.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Modifies the terrain type underneath the actors location.")]
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class ChangesTerrainInfo : ITraitInfo, Requires<ImmobileInfo>
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{
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[FieldLoader.Require] public readonly string TerrainType = null;
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public object Create(ActorInitializer init) { return new ChangesTerrain(this); }
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}
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class ChangesTerrain : INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly ChangesTerrainInfo info;
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byte previousTerrain;
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public ChangesTerrain(ChangesTerrainInfo info)
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{
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this.info = info;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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{
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var cell = self.Location;
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var map = self.World.Map;
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var terrain = map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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previousTerrain = map.CustomTerrain[cell];
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map.CustomTerrain[cell] = terrain;
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}
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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var cell = self.Location;
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var map = self.World.Map;
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map.CustomTerrain[cell] = previousTerrain;
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}
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}
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}
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