Refactor McvDeploy into a generic 'transform into another actor' trait
This commit is contained in:
@@ -130,7 +130,7 @@
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<Compile Include="Traits\Activities\HeliReturn.cs" />
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<Compile Include="Traits\Activities\HeliReturn.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\IActivity.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeliverOre.cs" />
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<Compile Include="Traits\Activities\DeployMcv.cs" />
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<Compile Include="Traits\Activities\TransformIntoActor.cs" />
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<Compile Include="Actor.cs" />
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<Compile Include="Actor.cs" />
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<Compile Include="Effects\Bullet.cs" />
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<Compile Include="Effects\Bullet.cs" />
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<Compile Include="Controller.cs" />
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<Compile Include="Controller.cs" />
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@@ -236,7 +236,7 @@
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<Compile Include="Traits\ProductionSurround.cs" />
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<Compile Include="Traits\ProductionSurround.cs" />
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<Compile Include="Traits\RenderBuildingCharge.cs" />
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<Compile Include="Traits\RenderBuildingCharge.cs" />
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<Compile Include="Traits\RenderInfantry.cs" />
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<Compile Include="Traits\RenderInfantry.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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<Compile Include="Traits\TransformsOnDeploy.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Mobile.cs" />
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<Compile Include="Traits\Production.cs" />
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<Compile Include="Traits\Production.cs" />
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<Compile Include="Traits\RallyPoint.cs" />
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<Compile Include="Traits\RallyPoint.cs" />
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@@ -67,12 +67,17 @@ namespace OpenRa.Orders
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return Cursor.Move;
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return Cursor.Move;
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else
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else
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return Cursor.MoveBlocked;
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return Cursor.MoveBlocked;
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case "DeployMcv":
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case "DeployTransform":
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var factBuildingInfo = Rules.Info["fact"].Traits.Get<BuildingInfo>();
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var depInfo = a.Info.Traits.Get<TransformsOnDeployInfo>();
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if (a.World.CanPlaceBuilding("fact", factBuildingInfo, a.Location - new int2(1, 1), a))
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var transInfo = Rules.Info[depInfo.TransformsInto];
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return Cursor.Deploy;
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if (transInfo.Traits.Contains<BuildingInfo>())
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else
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{
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return Cursor.DeployBlocked;
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var bi = transInfo.Traits.Get<BuildingInfo>();
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if (!a.World.CanPlaceBuilding(depInfo.TransformsInto, bi, a.Location + new int2(depInfo.Offset[0], depInfo.Offset[1]), a))
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return Cursor.DeployBlocked;
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}
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return Cursor.Deploy;
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case "Deploy": return Cursor.Deploy;
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case "Deploy": return Cursor.Deploy;
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case "Enter": return Cursor.Enter;
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case "Enter": return Cursor.Enter;
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case "EnterTransport": return Cursor.Enter;
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case "EnterTransport": return Cursor.Enter;
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@@ -1,28 +0,0 @@
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using System;
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namespace OpenRa.Traits.Activities
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{
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class DeployMcv : IActivity
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{
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public IActivity NextActivity { get; set; }
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public IActivity Tick( Actor self )
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{
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self.World.AddFrameEndTask( _ =>
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{
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self.Health = 0;
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self.World.Remove( self );
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Sound.PlayToPlayer(self.Owner, "placbldg.aud");
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Sound.PlayToPlayer(self.Owner, "build5.aud");
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self.World.CreateActor( "fact", self.Location - new int2( 1, 1 ), self.Owner );
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} );
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return this;
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}
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public void Cancel( Actor self )
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{
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// Cancel can't happen between this being moved to the head of the list, and it being Ticked.
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throw new InvalidOperationException( "DeployMcvAction: Cancel() should never occur." );
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}
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}
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}
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47
OpenRa.Game/Traits/Activities/TransformIntoActor.cs
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47
OpenRa.Game/Traits/Activities/TransformIntoActor.cs
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@@ -0,0 +1,47 @@
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using System;
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namespace OpenRa.Traits.Activities
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{
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class TransformIntoActor : IActivity
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{
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string actor = null;
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int2 offset;
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string[] sounds = null;
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bool transferPercentage;
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bool isCanceled;
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public TransformIntoActor(string actor, int2 offset, bool transferHealthPercentage, string[] sounds)
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{
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this.actor = actor;
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this.offset = offset;
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this.sounds = sounds;
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this.transferPercentage = transferHealthPercentage;
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}
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public IActivity NextActivity { get; set; }
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public IActivity Tick( Actor self )
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{
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if (isCanceled) return NextActivity;
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self.World.AddFrameEndTask( _ =>
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{
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var oldHP = self.GetMaxHP();
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var newHP = Rules.Info[actor].Traits.Get<OwnedActorInfo>().HP;
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var newHealth = (transferPercentage) ? (int)((float)self.Health/oldHP*newHP) : Math.Min(self.Health, newHP);
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self.Health = 0;
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self.World.Remove( self );
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foreach (var s in sounds)
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Sound.PlayToPlayer(self.Owner, s);
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var a = self.World.CreateActor( actor, self.Location + offset, self.Owner );
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a.Health = newHealth;
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} );
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return this;
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}
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public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
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}
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}
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@@ -1,37 +0,0 @@
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using OpenRa.GameRules;
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using OpenRa.Traits.Activities;
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namespace OpenRa.Traits
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{
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class McvDeployInfo : ITraitInfo
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{
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public object Create(Actor self) { return new McvDeploy(self); }
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}
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class McvDeploy : IIssueOrder, IResolveOrder
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{
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public McvDeploy(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("DeployMcv", 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 == "DeployMcv" )
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{
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var factBuildingInfo = Rules.Info[ "fact" ].Traits.Get<BuildingInfo>();
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if( self.World.CanPlaceBuilding( "fact", factBuildingInfo, self.Location - new int2( 1, 1 ), self ) )
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{
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self.CancelActivity();
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self.QueueActivity( new Turn( 96 ) );
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self.QueueActivity( new DeployMcv() );
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}
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}
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}
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}
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}
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@@ -26,6 +26,8 @@ namespace OpenRa.Traits
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Sound.PlayToPlayer(order.Player, "placbldg.aud");
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Sound.PlayToPlayer(order.Player, "placbldg.aud");
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Sound.PlayToPlayer(order.Player, "build5.aud");
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Sound.PlayToPlayer(order.Player, "build5.aud");
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// TODO: Prioritise the primary conyard if it exists
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var fact = self.World.Queries
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var fact = self.World.Queries
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.OwnedBy[self.Owner]
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.OwnedBy[self.Owner]
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.WithTrait<ConstructionYard>()
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.WithTrait<ConstructionYard>()
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68
OpenRa.Game/Traits/TransformsOnDeploy.cs
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68
OpenRa.Game/Traits/TransformsOnDeploy.cs
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@@ -0,0 +1,68 @@
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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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@@ -16,7 +16,12 @@ MCV:
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Crewed: yes
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Crewed: yes
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Sight: 2
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Sight: 2
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Speed: 12
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Speed: 12
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McvDeploy:
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TransformsOnDeploy:
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TransformsInto: fact
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Offset:-1,-1
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DeployDirections: 96
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TransformSounds: placbldg.aud, build5.aud
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NoTransformSounds: nodeply1.aud
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RenderUnit:
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RenderUnit:
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HARV:
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HARV:
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@@ -734,7 +734,12 @@ MCV:
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Crewed: yes
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Crewed: yes
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Sight: 4
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Sight: 4
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Speed: 6
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Speed: 6
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McvDeploy:
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TransformsOnDeploy:
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TransformsInto: fact
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Offset:-1,-1
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DeployDirections: 96
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TransformSounds: placbldg.aud, build5.aud
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NoTransformSounds: nodeply1.aud
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RenderUnit:
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RenderUnit:
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JEEP:
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JEEP:
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