Move Render*Circle, ThrowsParticle and ParatroopersPower to appropriate locations
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80
OpenRA.Mods.Common/Traits/Render/RenderRangeCircle.cs
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80
OpenRA.Mods.Common/Traits/Render/RenderRangeCircle.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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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("Draw a circle indicating my weapon's range.")]
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class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration, Requires<AttackBaseInfo>
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{
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public readonly string RangeCircleType = null;
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[Desc("Range to draw if no armaments are available")]
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public readonly WRange FallbackRange = WRange.Zero;
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
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{
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var armaments = ai.Traits.WithInterface<ArmamentInfo>();
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var range = FallbackRange;
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if (armaments.Any())
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range = armaments.Select(a => w.Map.Rules.Weapons[a.Weapon.ToLowerInvariant()].Range).Max();
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if (range == WRange.Zero)
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yield break;
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yield return new RangeCircleRenderable(
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centerPosition,
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range,
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0,
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Color.FromArgb(128, Color.Yellow),
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Color.FromArgb(96, Color.Black));
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foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
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if (a.Actor.Owner == a.Actor.World.LocalPlayer)
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if (a.Actor.Info.Traits.Get<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
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foreach (var r in a.Trait.RenderAfterWorld(wr))
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yield return r;
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}
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public object Create(ActorInitializer init) { return new RenderRangeCircle(init.Self); }
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}
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class RenderRangeCircle : IPostRenderSelection
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{
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Actor self;
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AttackBase attack;
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public RenderRangeCircle(Actor self)
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{
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this.self = self;
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attack = self.Trait<AttackBase>();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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{
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if (self.Owner != self.World.LocalPlayer)
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yield break;
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yield return new RangeCircleRenderable(
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self.CenterPosition,
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attack.GetMaximumRange(),
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0,
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Color.FromArgb(128, Color.Yellow),
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Color.FromArgb(96, Color.Black));
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}
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}
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}
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