Add RevealOnDeath trait
Allows revealing shroud on actor death.
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@@ -787,6 +787,7 @@
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<Compile Include="UtilityCommands\Utilities.cs" />
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<Compile Include="UtilityCommands\OutputResolvedSequencesCommand.cs" />
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<Compile Include="UtilityCommands\OutputResolvedWeaponsCommand.cs" />
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<Compile Include="Traits\RevealOnDeath.cs" />
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<Compile Include="Traits\RevealOnFire.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnDisabled.cs" />
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<Compile Include="Traits\World\ActorMap.cs" />
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70
OpenRA.Mods.Common/Traits/RevealOnDeath.cs
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70
OpenRA.Mods.Common/Traits/RevealOnDeath.cs
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@@ -0,0 +1,70 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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 System.Linq;
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using OpenRA.Mods.Common.Effects;
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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("Reveal this actor's last position when killed.")]
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public class RevealOnDeathInfo : ConditionalTraitInfo
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{
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[Desc("Stances relative to the actors' owner that shroud will be revealed for.")]
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public readonly Stance RevealForStances = Stance.Ally;
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[Desc("Duration of the reveal.")]
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public readonly int Duration = 25;
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[Desc("Radius of the reveal around this actor.")]
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public readonly WDist Radius = new WDist(1536);
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[Desc("Can this actor be revealed through shroud generated by the GeneratesShroud trait?")]
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public readonly bool RevealGeneratedShroud = true;
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public override object Create(ActorInitializer init) { return new RevealOnDeath(init.Self, this); }
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}
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public class RevealOnDeath : ConditionalTrait<RevealOnDeathInfo>, INotifyKilled
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{
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readonly RevealOnDeathInfo info;
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public RevealOnDeath(Actor self, RevealOnDeathInfo info)
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: base(info)
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{
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this.info = info;
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}
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void INotifyKilled.Killed(Actor self, AttackInfo attack)
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{
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if (IsTraitDisabled)
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return;
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if (!self.IsInWorld)
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return;
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var owner = self.Owner;
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if (owner != null && owner.WinState == WinState.Undefined)
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{
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self.World.AddFrameEndTask(w =>
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{
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// Actor has been disposed by something else before its death (for example `Enter`).
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if (self.Disposed)
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return;
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w.Add(new RevealShroudEffect(self.CenterPosition, info.Radius,
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info.RevealGeneratedShroud ? Shroud.SourceType.Visibility : Shroud.SourceType.PassiveVisibility,
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owner, info.RevealForStances, duration: info.Duration));
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});
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}
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}
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}
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}
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