Moved Minelaying related traits and activity to Common
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157
OpenRA.Mods.Common/Activities/LayMines.cs
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157
OpenRA.Mods.Common/Activities/LayMines.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Generic;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Activities
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{
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// Assumes you have Minelayer on that unit
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public class LayMines : Activity
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{
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readonly Minelayer minelayer;
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readonly AmmoPool[] ammoPools;
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readonly IMove movement;
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readonly IMoveInfo moveInfo;
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readonly RearmableInfo rearmableInfo;
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List<CPos> minefield;
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bool returnToBase;
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Actor rearmTarget;
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public LayMines(Actor self, List<CPos> minefield = null)
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{
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minelayer = self.Trait<Minelayer>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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movement = self.Trait<IMove>();
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moveInfo = self.Info.TraitInfo<IMoveInfo>();
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rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
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this.minefield = minefield;
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}
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protected override void OnFirstRun(Actor self)
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{
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minefield ??= new List<CPos> { self.Location };
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}
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CPos? NextValidCell(Actor self)
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{
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if (minefield != null)
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foreach (var c in minefield)
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if (CanLayMine(self, c))
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return c;
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return null;
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}
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public override bool Tick(Actor self)
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{
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returnToBase = false;
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if (IsCanceling)
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return true;
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if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location))
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{
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if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo))
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{
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// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
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rearmTarget = self.World.Actors.Where(a => self.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally && rearmableInfo.RearmActors.Contains(a.Info.Name))
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.ClosestTo(self);
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if (rearmTarget == null)
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return true;
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// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
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QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
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QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), ignoreActor: rearmTarget));
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QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
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returnToBase = true;
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return false;
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}
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LayMine(self);
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QueueChild(new Wait(20)); // A little wait after placing each mine, for show
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minefield.Remove(self.Location);
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return false;
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}
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var nextCell = NextValidCell(self);
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if (nextCell != null)
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{
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QueueChild(movement.MoveTo(nextCell.Value, 0));
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return false;
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}
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// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
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return true;
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}
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public void CleanMineField(Actor self)
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{
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// Remove cells that have already been mined
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// or that are revealed to be unmineable.
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if (minefield != null)
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{
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var positionable = (IPositionable)movement;
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var mobile = positionable as Mobile;
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minefield.RemoveAll(c => self.World.ActorMap.GetActorsAt(c)
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.Any(a => a.Info.Name == minelayer.Info.Mine.ToLowerInvariant() && a.CanBeViewedByPlayer(self.Owner)) ||
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((!positionable.CanEnterCell(c, null, BlockedByActor.Immovable) || (mobile != null && !mobile.CanStayInCell(c)))
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&& self.Owner.Shroud.IsVisible(c)));
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}
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (returnToBase)
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yield return new TargetLineNode(Target.FromActor(rearmTarget), moveInfo.GetTargetLineColor());
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if (minefield == null || minefield.Count == 0)
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yield break;
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var nextCell = NextValidCell(self);
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if (nextCell != null)
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yield return new TargetLineNode(Target.FromCell(self.World, nextCell.Value), minelayer.Info.TargetLineColor);
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foreach (var c in minefield)
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yield return new TargetLineNode(Target.FromCell(self.World, c), minelayer.Info.TargetLineColor, tile: minelayer.Tile);
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}
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static bool CanLayMine(Actor self, CPos p)
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{
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// If there is no unit (other than me) here, we can place a mine here
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return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
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}
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void LayMine(Actor self)
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{
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if (ammoPools != null)
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{
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var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
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if (pool == null)
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return;
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pool.TakeAmmo(self, minelayer.Info.AmmoUsage);
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}
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self.World.AddFrameEndTask(w => w.CreateActor(minelayer.Info.Mine, new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner),
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}));
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}
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}
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}
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