diff --git a/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj b/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
index 6ba96ea6dc..b648538d9d 100644
--- a/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
+++ b/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
@@ -109,6 +109,7 @@
+
diff --git a/OpenRA.Mods.Cnc/Traits/EnergyWall.cs b/OpenRA.Mods.Cnc/Traits/EnergyWall.cs
new file mode 100644
index 0000000000..067c0fd88b
--- /dev/null
+++ b/OpenRA.Mods.Cnc/Traits/EnergyWall.cs
@@ -0,0 +1,112 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation. For more information,
+ * see COPYING.
+ */
+#endregion
+
+using System.Collections.Generic;
+using System.Linq;
+using OpenRA.GameRules;
+using OpenRA.Mods.Common.Traits;
+using OpenRA.Support;
+using OpenRA.Traits;
+
+namespace OpenRA.Mods.Cnc.Traits
+{
+ [Desc("Will open and be passable for actors that appear friendly when there are no enemies in range.")]
+ public class EnergyWallInfo : BuildingInfo, IObservesVariablesInfo, IRulesetLoaded
+ {
+ [FieldLoader.Require]
+ [WeaponReference]
+ [Desc("The weapon to attack units on top of the wall with when activated.")]
+ public readonly string Weapon = null;
+
+ [ConsumedConditionReference]
+ [Desc("Boolean expression defining the condition to activate this trait.")]
+ public readonly BooleanExpression ActiveCondition = null;
+
+ public override object Create(ActorInitializer init) { return new EnergyWall(init, this); }
+
+ public WeaponInfo WeaponInfo { get; private set; }
+
+ public void RulesetLoaded(Ruleset rules, ActorInfo ai)
+ {
+ WeaponInfo weaponInfo;
+
+ var weaponToLower = Weapon.ToLowerInvariant();
+ if (!rules.Weapons.TryGetValue(weaponToLower, out weaponInfo))
+ throw new YamlException("Weapons Ruleset does not contain an entry '{0}'".F(weaponToLower));
+
+ WeaponInfo = weaponInfo;
+ }
+ }
+
+ public class EnergyWall : Building, IObservesVariables, ITick, ITemporaryBlocker
+ {
+ readonly EnergyWallInfo info;
+ IEnumerable blockedPositions;
+
+ // Initial state is active to match Building adding the influence to the ActorMap
+ // This will be updated by ConditionsChanged at actor creation.
+ bool active = true;
+
+ public EnergyWall(ActorInitializer init, EnergyWallInfo info)
+ : base(init, info)
+ {
+ this.info = info;
+ }
+
+ public virtual IEnumerable GetVariableObservers()
+ {
+ if (info.ActiveCondition != null)
+ yield return new VariableObserver(ActiveConditionChanged, info.ActiveCondition.Variables);
+ }
+
+ void ActiveConditionChanged(Actor self, IReadOnlyDictionary conditions)
+ {
+ if (info.ActiveCondition == null)
+ return;
+
+ var wasActive = active;
+ active = info.ActiveCondition.Evaluate(conditions);
+
+ if (!wasActive && active)
+ self.World.ActorMap.AddInfluence(self, this);
+ else if (wasActive && !active)
+ self.World.ActorMap.RemoveInfluence(self, this);
+ }
+
+ void ITick.Tick(Actor self)
+ {
+ if (!active)
+ return;
+
+ foreach (var loc in blockedPositions)
+ {
+ var blockers = self.World.ActorMap.GetActorsAt(loc).Where(a => !a.IsDead && a != self);
+ foreach (var blocker in blockers)
+ info.WeaponInfo.Impact(Target.FromActor(blocker), self, Enumerable.Empty());
+ }
+ }
+
+ bool ITemporaryBlocker.IsBlocking(Actor self, CPos cell)
+ {
+ return active && blockedPositions.Contains(cell);
+ }
+
+ bool ITemporaryBlocker.CanRemoveBlockage(Actor self, Actor blocking)
+ {
+ return !active;
+ }
+
+ public override void AddedToWorld(Actor self)
+ {
+ base.AddedToWorld(self);
+ blockedPositions = FootprintUtils.Tiles(self);
+ }
+ }
+}