Added manual Saboteur cloaking
This commit is contained in:
committed by
Matthias Mailänder
parent
82458b5f7e
commit
60fbecd4a7
@@ -0,0 +1,263 @@
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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 OpenRA.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Primitives;
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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("Allow deploying on specified charge to grant a condition for a specified duration.")]
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public class GrantConditionOnDeployWithChargeInfo : PausableConditionalTraitInfo, Requires<IMoveInfo>, IRulesetLoaded
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{
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[FieldLoader.Require]
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[GrantedConditionReference]
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[Desc("The condition to grant after deploying.")]
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public readonly string DeployedCondition = null;
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[GrantedConditionReference]
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[Desc("The condition to grant when charge is above " + nameof(ChargeThreshhold) + ".")]
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public readonly string ChargedCondition = null;
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[Desc("Charge to start with. If set to -1 the unit will start with full charge.")]
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public readonly int InitialCharge = -1;
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[Desc("Cooldown (in ticks) to reach full charge.")]
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public readonly int ChargeDuration = 500;
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[Desc("The ammount of charge that needs to be present for deploy to be issued. If set to -1, threshold is set to full charge. If activated without full charge " + nameof(ConditionDuration) + " is percentally smaller.")]
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public readonly int ChargeThreshhold = -1;
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[Desc("How long (in ticks) should the condition stay active?")]
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public readonly int ConditionDuration = 1;
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[Desc("Can " + nameof(DeployedCondition) + " be canceled by followup deploy order?")]
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public readonly bool CanCancelCondition = false;
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[CursorReference]
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[Desc("Cursor to display when able to (un)deploy the actor.")]
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public readonly string DeployCursor = "deploy";
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[CursorReference]
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[Desc("Cursor to display when unable to (un)deploy the actor.")]
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public readonly string DeployBlockedCursor = "deploy-blocked";
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[Desc("Play a randomly selected sound from this list when deploying.")]
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public readonly string[] DeploySounds = null;
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[Desc("Play a randomly selected sound from this list when undeploying.")]
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public readonly string[] UndeploySounds = null;
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[VoiceReference]
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public readonly string Voice = "Action";
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public readonly Color ChargingColor = Color.Magenta;
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public readonly Color DeployedColor = Color.DarkMagenta;
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public override object Create(ActorInitializer init) { return new GrantConditionOnDeployWithCharge(this); }
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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base.RulesetLoaded(rules, ai);
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if (ChargeDuration < 1)
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throw new YamlException($"{nameof(ChargeDuration)} cannot be lower than 1.");
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if (ConditionDuration < 1)
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throw new YamlException($"{nameof(ConditionDuration)} cannot be lower than 1.");
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}
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}
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public class GrantConditionOnDeployWithCharge : PausableConditionalTrait<GrantConditionOnDeployWithChargeInfo>, IIssueOrder, IResolveOrder, ITick, ISelectionBar, IOrderVoice, ISync, IIssueDeployOrder
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{
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[Sync]
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int chargeTick = 0;
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bool deployed = false;
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int deployedToken = Actor.InvalidConditionToken;
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int chargedToken = Actor.InvalidConditionToken;
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readonly int chargeThreshold;
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readonly int deployedChargeThreshold;
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public GrantConditionOnDeployWithCharge(GrantConditionOnDeployWithChargeInfo info)
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: base(info)
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{
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chargeTick = info.InitialCharge < 0 || info.InitialCharge >= info.ChargeDuration ? Info.ChargeDuration : info.InitialCharge;
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// PERF: Cache the conversions.
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chargeThreshold = Info.ChargeThreshhold < 0 || Info.ChargeThreshhold > Info.ChargeDuration ? Info.ChargeDuration : Info.ChargeThreshhold;
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deployedChargeThreshold = chargeThreshold * Info.ConditionDuration / Info.ChargeDuration;
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}
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protected override void TraitDisabled(Actor self)
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{
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base.TraitDisabled(self);
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if (deployed)
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Undeploy(self);
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// Reset charge.
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chargeTick = Info.InitialCharge < 0 || Info.InitialCharge > Info.ChargeDuration ? Info.ChargeDuration : Info.InitialCharge;
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if (chargedToken != Actor.InvalidConditionToken)
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chargedToken = self.RevokeCondition(chargedToken);
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "DeployWithCharge" ? Info.Voice : null;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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if (!IsTraitDisabled)
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yield return new DeployOrderTargeter("DeployWithCharge", 5,
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() => CanDeploy() ? Info.DeployCursor : Info.DeployBlockedCursor);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, in Target target, bool queued)
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{
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if (order.OrderID == "DeployWithCharge")
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return new Order(order.OrderID, self, queued);
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return null;
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}
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Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
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{
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return new Order("DeployWithCharge", self, queued);
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}
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bool IIssueDeployOrder.CanIssueDeployOrder(Actor self, bool queued) { return queued || CanDeploy(); }
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "DeployWithCharge" && CanDeploy())
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self.QueueActivity(order.Queued, new DeployForGrantedConditionWithCharge(self, this));
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}
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public bool CanDeploy() => !IsTraitDisabled && !IsTraitPaused && ((!deployed && chargeTick >= chargeThreshold) || (deployed && Info.CanCancelCondition));
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public void TriggerDeploy(Actor self)
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{
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if (deployed)
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{
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// Keep the percentage of the unused charge.
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chargeTick = chargeTick * Info.ChargeDuration / Info.ConditionDuration;
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Undeploy(self);
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}
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else
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{
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// If deployed without full charge, reduce the deploy duration.
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chargeTick = chargeTick * Info.ConditionDuration / Info.ChargeDuration;
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Deploy(self);
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}
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}
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void Deploy(Actor self)
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{
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if (Info.DeploySounds != null && Info.DeploySounds.Length > 0)
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Game.Sound.Play(SoundType.World, Info.DeploySounds, self.World, self.CenterPosition);
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if (deployedToken == Actor.InvalidConditionToken)
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deployedToken = self.GrantCondition(Info.DeployedCondition);
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deployed = true;
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}
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void Undeploy(Actor self)
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{
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if (Info.UndeploySounds != null && Info.UndeploySounds.Length > 0)
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Game.Sound.Play(SoundType.World, Info.UndeploySounds, self.World, self.CenterPosition);
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if (deployedToken != Actor.InvalidConditionToken)
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deployedToken = self.RevokeCondition(deployedToken);
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deployed = false;
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled || IsTraitPaused)
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return;
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if (deployed)
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{
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if (chargeTick > 0)
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chargeTick--;
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else
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Undeploy(self);
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}
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else
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{
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if (chargeTick < Info.ChargeDuration)
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chargeTick++;
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}
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if (Info.ChargedCondition != null)
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{
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if (chargeTick < (deployed ? deployedChargeThreshold : chargeThreshold))
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{
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if (chargedToken != Actor.InvalidConditionToken)
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chargedToken = self.RevokeCondition(chargedToken);
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}
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else
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if (chargedToken == Actor.InvalidConditionToken)
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chargedToken = self.GrantCondition(Info.ChargedCondition);
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}
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}
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float ISelectionBar.GetValue()
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{
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if (IsTraitDisabled)
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return 0f;
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return deployed
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? (float)chargeTick / Info.ConditionDuration
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: (float)chargeTick / Info.ChargeDuration;
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}
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Color ISelectionBar.GetColor() { return deployed ? Info.DeployedColor : Info.ChargingColor; }
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bool ISelectionBar.DisplayWhenEmpty => false;
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}
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public class DeployForGrantedConditionWithCharge : Activity
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{
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readonly GrantConditionOnDeployWithCharge deploy;
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public DeployForGrantedConditionWithCharge(Actor self, GrantConditionOnDeployWithCharge deploy)
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{
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this.deploy = deploy;
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}
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protected override void OnFirstRun(Actor self)
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{
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if (deploy.CanDeploy())
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deploy.TriggerDeploy(self);
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}
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public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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if (NextActivity != null)
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foreach (var n in NextActivity.TargetLineNodes(self))
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yield return n;
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yield break;
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}
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}
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}
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@@ -296,7 +296,7 @@ saboteur:
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Queue: Infantry
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Queue: Infantry
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BuildPaletteOrder: 100
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BuildPaletteOrder: 100
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Prerequisites: ~disabled
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Prerequisites: ~disabled
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Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Description: Sneaky infantry, armed with explosives.\nCan be deployed to become invisible for a limited time.\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Valued:
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Valued:
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Cost: 300 ## actually 0, but spawns from support power at Palace
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Cost: 300 ## actually 0, but spawns from support power at Palace
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Tooltip:
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Tooltip:
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@@ -316,11 +316,18 @@ saboteur:
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Flashes: 0
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Flashes: 0
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EnterBehaviour: Suicide
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EnterBehaviour: Suicide
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-RevealOnFire:
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-RevealOnFire:
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GrantConditionOnDeployWithCharge:
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DeployedCondition: deployed
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CanCancelCondition: true
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ChargeDuration: 1250
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ChargeThreshhold: 100
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ConditionDuration: 375
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Cloak:
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Cloak:
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InitialDelay: 85
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RequiresCondition: deployed
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CloakDelay: 85
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InitialDelay: 0
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CloakDelay: 25
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CloakSound: STEALTH1.WAV
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CloakSound: STEALTH1.WAV
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UncloakOn: Attack, Unload, Infiltrate, Demolish, Move, Damage, Heal
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UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal
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IsPlayerPalette: true
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IsPlayerPalette: true
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PauseOnCondition: cloak-force-disabled
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PauseOnCondition: cloak-force-disabled
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GrantConditionOnDamageState@UNCLOAK:
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GrantConditionOnDamageState@UNCLOAK:
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@@ -1200,7 +1200,7 @@ palace:
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SupportPowerPaletteOrder: 20
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SupportPowerPaletteOrder: 20
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ProduceActorPower@saboteur:
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ProduceActorPower@saboteur:
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Name: Recruit Saboteur
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Name: Recruit Saboteur
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Description: Sneaky infantry, armed with explosives\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Description: Sneaky infantry, armed with explosives.\nCan be deployed to become invisible for a limited time.\n Strong vs Buildings\n Weak vs Everything\n Special Ability: destroy buildings
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Icon: saboteur
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Icon: saboteur
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PauseOnCondition: disabled
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PauseOnCondition: disabled
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RequiresCondition: ordos
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RequiresCondition: ordos
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