New crate type 'HealUnitsCrateAction' which heals all of the units that the collecting player has. Very rare. New 'ContainsCrate' trait which goes along with this - could be used to hide crates inside churches for example like in the original RA missions.
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29
OpenRA.Mods.RA/ContainsCrate.cs
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29
OpenRA.Mods.RA/ContainsCrate.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 COPYING.
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*/
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#endregion
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using OpenRA.FileFormats;
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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 ContainsCrateInfo : TraitInfo<ContainsCrate> { }
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public class ContainsCrate : INotifyKilled
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{
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public void Killed(Actor self, AttackInfo e)
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{
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self.World.AddFrameEndTask(w => w.CreateActor("crate", new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.World.WorldActor.Owner),
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}));
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}
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}
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}
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39
OpenRA.Mods.RA/Crates/HealUnitsCrateAction.cs
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39
OpenRA.Mods.RA/Crates/HealUnitsCrateAction.cs
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@@ -0,0 +1,39 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 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 COPYING.
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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 HealUnitsCrateActionInfo : CrateActionInfo
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{
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public override object Create(ActorInitializer init) { return new HealUnitsCrateAction(init.self, this); }
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}
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class HealUnitsCrateAction : CrateAction
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{
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public HealUnitsCrateAction(Actor self, HealUnitsCrateActionInfo info)
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: base(self, info) { }
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public override void Activate(Actor collector)
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{
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base.Activate(collector);
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foreach (var unit in collector.World.Actors.Where(a => a.Owner == collector.Owner))
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{
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var health = unit.TraitOrDefault<Health>();
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if (health != null && !health.IsDead)
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{
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health.InflictDamage(unit, unit, -(health.MaxHP - health.HP), null, true);
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}
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}
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}
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}
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}
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@@ -172,6 +172,7 @@
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<Compile Include="ColorPickerPaletteModifier.cs" />
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<Compile Include="Combat.cs" />
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<Compile Include="ConquestVictoryConditions.cs" />
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<Compile Include="ContainsCrate.cs" />
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<Compile Include="Crate.cs" />
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<Compile Include="CrateAction.cs" />
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<Compile Include="CrateDrop.cs" />
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@@ -181,6 +182,7 @@
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<Compile Include="Crates\GiveCashCrateAction.cs" />
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<Compile Include="Crates\GiveMcvCrateAction.cs" />
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<Compile Include="Crates\GiveUnitCrateAction.cs" />
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<Compile Include="Crates\HealUnitsCrateAction.cs" />
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<Compile Include="Crates\HideMapCrateAction.cs" />
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<Compile Include="Crates\LevelUpCrateAction.cs" />
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<Compile Include="Crates\RevealMapCrateAction.cs" />
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