Decloak on demolish and infiltrate
Per issue #7028, infiltrating or demolishing a building will now cause an infantry unit to decloak (if it has a cloak ability). This behaviour is configurable (defaults to true in both cases) using the DecloakOnInfiltrate and DecloakOnDemolish options.
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@@ -13,6 +13,7 @@ using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Effects;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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@@ -26,6 +27,8 @@ namespace OpenRA.Mods.RA.Activities
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readonly int flashInterval;
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readonly int flashDuration;
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readonly Cloak cloak;
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public Demolish(Actor self, Actor target, int delay, int flashes, int flashesDelay, int flashInterval, int flashDuration)
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: base(self, target)
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{
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@@ -36,6 +39,7 @@ namespace OpenRA.Mods.RA.Activities
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this.flashesDelay = flashesDelay;
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this.flashInterval = flashInterval;
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this.flashDuration = flashDuration;
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cloak = self.TraitOrDefault<Cloak>();
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}
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protected override bool CanReserve(Actor self)
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@@ -50,6 +54,9 @@ namespace OpenRA.Mods.RA.Activities
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if (target.IsDead)
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return;
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if (cloak != null && cloak.Info.UncloakOnDemolish)
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cloak.Uncloak();
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for (var f = 0; f < flashes; f++)
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w.Add(new DelayedAction(flashesDelay + f * flashInterval, () =>
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w.Add(new FlashTarget(target, ticks: flashDuration))));
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@@ -11,16 +11,22 @@
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using OpenRA.Activities;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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class Infiltrate : Enter
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{
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readonly Actor target;
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readonly Cloak cloak;
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public Infiltrate(Actor self, Actor target)
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: base(self, target)
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{
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this.target = target;
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cloak = self.TraitOrDefault<Cloak>();
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}
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protected override void OnInside(Actor self)
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@@ -28,6 +34,9 @@ namespace OpenRA.Mods.RA.Activities
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if (target.IsDead || target.Owner == self.Owner)
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return;
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if (cloak != null && cloak.Info.UncloakOnInfiltrate)
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cloak.Uncloak();
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foreach (var t in target.TraitsImplementing<INotifyInfiltrated>())
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t.Infiltrated(target, self);
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