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