Refactor McvDeploy into a generic 'transform into another actor' trait
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68
OpenRa.Game/Traits/TransformsOnDeploy.cs
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68
OpenRa.Game/Traits/TransformsOnDeploy.cs
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using OpenRa.GameRules;
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using OpenRa.Traits.Activities;
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using System;
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namespace OpenRa.Traits
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{
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class TransformsOnDeployInfo : ITraitInfo
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{
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public readonly string TransformsInto = null;
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public readonly int[] Offset = null;
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public readonly int[] DeployDirections = new int[] {96};
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public readonly bool TransferHealthPercentage = true; // Set to false to transfer the absolute health
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public readonly string[] TransformSounds = null;
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public readonly string[] NoTransformSounds = null;
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public object Create(Actor self) { return new TransformsOnDeploy(self); }
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}
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class TransformsOnDeploy : IIssueOrder, IResolveOrder
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{
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public TransformsOnDeploy(Actor self) { }
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Right && self == underCursor)
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return new Order("DeployTransform", self);
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return null;
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}
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public void ResolveOrder( Actor self, Order order )
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{
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if (order.OrderString == "DeployTransform")
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{
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var info = self.Info.Traits.Get<TransformsOnDeployInfo>();
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var transInfo = Rules.Info[info.TransformsInto];
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if (transInfo.Traits.Contains<BuildingInfo>())
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{
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var bi = transInfo.Traits.Get<BuildingInfo>();
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if (!self.World.CanPlaceBuilding(info.TransformsInto, bi, self.Location + new int2(info.Offset[0], info.Offset[1]), self))
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{
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foreach (var s in info.NoTransformSounds)
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Sound.PlayToPlayer(self.Owner, s);
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return;
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}
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}
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self.CancelActivity();
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// Pick the closed deploy direction to turn to
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if (self.traits.Contains<Unit>())
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{
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var unit = self.traits.Get<Unit>();
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// TODO: Pick the closest deploy direction
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var bestDir = info.DeployDirections[0];
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self.QueueActivity(new Turn(bestDir));
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}
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self.QueueActivity(new TransformIntoActor(info.TransformsInto, new int2(info.Offset[0], info.Offset[1]), info.TransferHealthPercentage, info.TransformSounds));
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}
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}
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}
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}
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