add GiveUnitCrateAction
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63
OpenRA.Mods.RA/Crates/GiveUnitCrateAction.cs
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63
OpenRA.Mods.RA/Crates/GiveUnitCrateAction.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Crates
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{
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class GiveUnitCrateActionInfo : CrateActionInfo
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{
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[ActorReference]
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public readonly string Unit = null;
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public override object Create(ActorInitializer init) { return new GiveUnitCrateAction(init.self, this); }
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}
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class GiveUnitCrateAction : CrateAction
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{
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GiveUnitCrateActionInfo Info;
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public GiveUnitCrateAction(Actor self, GiveUnitCrateActionInfo info)
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: base(self, info) { Info = info; }
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public override int GetSelectionShares(Actor collector)
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{
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var valuedInfo = Rules.Info[Info.Unit].Traits.Get<ValuedInfo>();
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return valuedInfo.Owner.Contains(collector.Owner.Country.Race)
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? base.GetSelectionShares(collector)
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: 0; // this unit is not buildable by the collector's country, so
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// don't give them free ones either.
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}
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public override void Activate(Actor collector)
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{
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var location = ChooseEmptyCellNear(collector);
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if (location != null)
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collector.World.AddFrameEndTask(
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w => w.Add(new Actor(w, Info.Unit, location.Value, collector.Owner)));
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base.Activate(collector);
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}
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int2? ChooseEmptyCellNear(Actor a)
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{
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// hack: use `a`'s movement capability.
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var move = a.traits.Get<ITeleportable>();
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var loc = a.Location;
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for (var i = -1; i < 2; i++)
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for (var j = -1; j < 2; j++)
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if (move.CanEnterCell(loc + new int2(i, j)))
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return loc + new int2(i, j);
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return null; // nowhere we can place this -- so the crate will do nothing.
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}
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}
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}
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