Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
This commit is contained in:
32
OpenRA.Mods.Common/Traits/Buildings/Exit.cs
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32
OpenRA.Mods.Common/Traits/Buildings/Exit.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 OpenRA.Mods.Common.Effects;
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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("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
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public class ExitInfo : TraitInfo<Exit>
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{
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[Desc("Offset at which that the exiting actor is spawned")]
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public readonly WVec SpawnOffset = WVec.Zero;
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[Desc("Cell offset where the exiting actor enters the ActorMap")]
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public readonly CVec ExitCell = CVec.Zero;
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public readonly int Facing = -1;
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[Desc("AttackMove to a RallyPoint or stay where you are spawned.")]
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public readonly bool MoveIntoWorld = true;
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}
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public class Exit { }
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}
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75
OpenRA.Mods.Common/Traits/Buildings/Reservable.cs
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75
OpenRA.Mods.Common/Traits/Buildings/Reservable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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;
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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("Reserve landing places for aircraft.")]
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class ReservableInfo : TraitInfo<Reservable> { }
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public class Reservable : ITick, INotifyKilled, INotifyOwnerChanged, INotifySold
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{
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Actor reservedFor;
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Aircraft reservedForAircraft;
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public void Tick(Actor self)
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{
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if (reservedFor == null)
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return; /* nothing to do */
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if (!Target.FromActor(reservedFor).IsValidFor(self))
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reservedFor = null; /* not likely to arrive now. */
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}
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public IDisposable Reserve(Actor self, Actor forActor, Aircraft forAircraft)
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{
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reservedFor = forActor;
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reservedForAircraft = forAircraft;
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// NOTE: we really dont care about the GC eating DisposableActions that apply to a world *other* than
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// the one we're playing in.
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return new DisposableAction(
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() => { reservedFor = null; reservedForAircraft = null; },
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() => Game.RunAfterTick(
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() => { if (Game.IsCurrentWorld(self.World)) throw new InvalidOperationException(
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"Attempted to finalize an undisposed DisposableAction. {0} ({1}) reserved {2} ({3})"
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.F(forActor.Info.Name, forActor.ActorID, self.Info.Name, self.ActorID)); }));
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}
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public static bool IsReserved(Actor a)
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{
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var res = a.TraitOrDefault<Reservable>();
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return res != null && res.reservedFor != null;
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}
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public void Killed(Actor self, AttackInfo e)
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{
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if (reservedForAircraft != null)
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reservedForAircraft.UnReserve();
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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if (reservedForAircraft != null)
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reservedForAircraft.UnReserve();
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}
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public void Selling(Actor self) { Sold(self); }
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public void Sold(Actor self)
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{
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if (reservedForAircraft != null)
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reservedForAircraft.UnReserve();
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}
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}
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}
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