Added Gates
FIXUP: account for full gate footprint when updating neighbours. FIXUP: gate-wall connection adjacency yaml.
This commit is contained in:
@@ -284,6 +284,13 @@ namespace OpenRA.Traits
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bool CanEnterTargetNow(Actor self, Target target);
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}
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[RequireExplicitImplementation]
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public interface ITemporaryBlocker
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{
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bool CanRemoveBlockage(Actor self, Actor blocking);
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bool IsBlocking(Actor self, CPos cell);
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}
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public interface INotifyBlockingMove { void OnNotifyBlockingMove(Actor self, Actor blocking); }
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public interface IFacing
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@@ -37,6 +37,23 @@ namespace OpenRA
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a => (a.CenterPosition - origin).HorizontalLengthSquared <= r.LengthSquared);
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}
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public static bool ContainsTemporaryBlocker(this World world, CPos cell, Actor ignoreActor = null)
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{
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var temporaryBlockers = world.ActorMap.GetActorsAt(cell);
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foreach (var temporaryBlocker in temporaryBlockers)
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{
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if (temporaryBlocker == ignoreActor)
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continue;
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var temporaryBlockerTraits = temporaryBlocker.TraitsImplementing<ITemporaryBlocker>();
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foreach (var temporaryBlockerTrait in temporaryBlockerTraits)
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if (temporaryBlockerTrait.IsBlocking(temporaryBlocker, cell))
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return true;
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}
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return false;
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}
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public static void DoTimed<T>(this IEnumerable<T> e, Action<T> a, string text)
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{
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// PERF: This is a hot path and must run with minimal added overhead.
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@@ -220,12 +220,14 @@ namespace OpenRA.Mods.Common.Activities
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var nextCell = path[path.Count - 1];
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var containsTemporaryBlocker = WorldUtils.ContainsTemporaryBlocker(self.World, nextCell, self);
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// Next cell in the move is blocked by another actor
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if (!mobile.CanMoveFreelyInto(nextCell, ignoredActor, true))
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if (containsTemporaryBlocker || !mobile.CanMoveFreelyInto(nextCell, ignoredActor, true))
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{
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// Are we close enough?
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var cellRange = nearEnough.Length / 1024;
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if ((mobile.ToCell - destination.Value).LengthSquared <= cellRange * cellRange)
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if (!containsTemporaryBlocker && (mobile.ToCell - destination.Value).LengthSquared <= cellRange * cellRange)
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{
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path.Clear();
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return null;
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@@ -289,6 +289,7 @@
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<Compile Include="Traits\Buildings\Exit.cs" />
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<Compile Include="Traits\Buildings\FootprintUtils.cs" />
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<Compile Include="Traits\Buildings\FreeActor.cs" />
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<Compile Include="Traits\Buildings\Gate.cs" />
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<Compile Include="Traits\Buildings\LineBuild.cs" />
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<Compile Include="Traits\Buildings\LineBuildNode.cs" />
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<Compile Include="Traits\Buildings\PrimaryBuilding.cs" />
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@@ -731,6 +732,7 @@
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<Compile Include="UtilityCommands\CheckExplicitInterfacesCommand.cs" />
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<Compile Include="FileFormats\LZOCompression.cs" />
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<Compile Include="Util.cs" />
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<Compile Include="Traits\Render\WithGateSpriteBody.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string[] BuildSounds = { "placbldg.aud", "build5.aud" };
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public readonly string[] UndeploySounds = { "cashturn.aud" };
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public object Create(ActorInitializer init) { return new Building(init, this); }
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public virtual object Create(ActorInitializer init) { return new Building(init, this); }
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public Actor FindBaseProvider(World world, Player p, CPos topLeft)
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{
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@@ -179,7 +179,7 @@ namespace OpenRA.Mods.Common.Traits
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NotifyBuildingComplete(self);
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}
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public void AddedToWorld(Actor self)
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public virtual void AddedToWorld(Actor self)
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{
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self.World.ActorMap.AddInfluence(self, this);
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self.World.ActorMap.AddPosition(self, this);
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135
OpenRA.Mods.Common/Traits/Buildings/Gate.cs
Normal file
135
OpenRA.Mods.Common/Traits/Buildings/Gate.cs
Normal file
@@ -0,0 +1,135 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Traits;
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namespace OpenRA.Mods.Common.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 GateInfo : BuildingInfo
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{
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public readonly string OpeningSound = null;
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public readonly string ClosingSound = null;
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[Desc("Ticks until the gate closes.")]
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public readonly int CloseDelay = 150;
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[Desc("Ticks until the gate is considered open.")]
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public readonly int TransitionDelay = 33;
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[Desc("Blocks bullets scaled to open value.")]
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public readonly int BlocksProjectilesHeight = 640;
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public override object Create(ActorInitializer init) { return new Gate(init, this); }
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}
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public class Gate : Building, ITick, ITemporaryBlocker, IBlocksProjectiles, INotifyBlockingMove, ISync
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{
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readonly GateInfo info;
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readonly Actor self;
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IEnumerable<CPos> blockedPositions;
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public readonly int OpenPosition;
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[Sync] public int Position { get; private set; }
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int desiredPosition;
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int remainingOpenTime;
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public Gate(ActorInitializer init, GateInfo info)
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: base(init, info)
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{
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this.info = info;
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self = init.Self;
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OpenPosition = info.TransitionDelay;
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}
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void ITick.Tick(Actor self)
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{
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if (self.IsDisabled() || Locked || !BuildComplete)
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return;
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if (desiredPosition < Position)
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{
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// Gate was fully open
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if (Position == OpenPosition)
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{
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Game.Sound.Play(info.ClosingSound, self.CenterPosition);
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self.World.ActorMap.AddInfluence(self, this);
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}
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Position--;
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}
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else if (desiredPosition > Position)
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{
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// Gate was fully closed
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if (Position == 0)
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Game.Sound.Play(info.OpeningSound, self.CenterPosition);
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Position++;
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// Gate is now fully open
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if (Position == OpenPosition)
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{
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self.World.ActorMap.RemoveInfluence(self, this);
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remainingOpenTime = info.CloseDelay;
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}
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}
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if (Position == OpenPosition)
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{
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if (IsBlocked())
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remainingOpenTime = info.CloseDelay;
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else if (--remainingOpenTime <= 0)
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desiredPosition = 0;
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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 Position != OpenPosition && 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 CanRemoveBlockage(self, blocking);
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}
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void INotifyBlockingMove.OnNotifyBlockingMove(Actor self, Actor blocking)
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{
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if (Position != OpenPosition && CanRemoveBlockage(self, blocking))
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desiredPosition = OpenPosition;
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}
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bool CanRemoveBlockage(Actor self, Actor blocking)
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{
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return !self.IsDisabled() && BuildComplete && blocking.AppearsFriendlyTo(self);
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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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bool IsBlocked()
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{
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return blockedPositions.Any(loc => self.World.ActorMap.GetActorsAt(loc).Any(a => a != self));
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}
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WDist IBlocksProjectiles.BlockingHeight
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{
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get
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{
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return new WDist(info.BlocksProjectilesHeight * (OpenPosition - Position) / OpenPosition);
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}
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}
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}
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}
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@@ -240,6 +240,11 @@ namespace OpenRA.Mods.Common.Traits
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IsMovingInMyDirection(self, otherActor))
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return false;
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// If there is a temporary blocker in our path, but we can remove it, we are not blocked.
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var temporaryBlocker = otherActor.TraitOrDefault<ITemporaryBlocker>();
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if (temporaryBlocker != null && temporaryBlocker.CanRemoveBlockage(otherActor, self))
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return false;
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// If we cannot crush the other actor in our way, we are blocked.
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if (self == null || Crushes == null || Crushes.Count == 0)
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return true;
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93
OpenRA.Mods.Common/Traits/Render/WithGateSpriteBody.cs
Normal file
93
OpenRA.Mods.Common/Traits/Render/WithGateSpriteBody.cs
Normal file
@@ -0,0 +1,93 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class WithGateSpriteBodyInfo : WithSpriteBodyInfo, Requires<GateInfo>
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{
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[Desc("Cells (outside the gate footprint) that contain wall cells that can connect to the gate")]
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public readonly CVec[] WallConnections = { };
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[Desc("Wall type for connections")]
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public readonly string Type = "wall";
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public override object Create(ActorInitializer init) { return new WithGateSpriteBody(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var anim = new Animation(init.World, image);
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anim.PlayFetchIndex(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence), () => 0);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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class WithGateSpriteBody : WithSpriteBody, INotifyRemovedFromWorld, INotifyBuildComplete, IWallConnector
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{
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readonly WithGateSpriteBodyInfo gateInfo;
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readonly Gate gate;
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public WithGateSpriteBody(ActorInitializer init, WithGateSpriteBodyInfo info)
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: base(init, info, () => 0)
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{
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gateInfo = info;
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gate = init.Self.Trait<Gate>();
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}
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int GetGateFrame()
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{
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return int2.Lerp(0, DefaultAnimation.CurrentSequence.Length - 1, gate.Position, gate.OpenPosition);
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), GetGateFrame);
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}
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public override void BuildingComplete(Actor self)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), GetGateFrame);
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UpdateNeighbours(self);
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}
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void UpdateNeighbours(Actor self)
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{
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var footprint = FootprintUtils.Tiles(self).ToArray();
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var adjacent = Util.ExpandFootprint(footprint, true).Except(footprint)
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.Where(self.World.Map.Contains).ToList();
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var adjacentActorTraits = adjacent.SelectMany(self.World.ActorMap.GetActorsAt)
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.SelectMany(a => a.TraitsImplementing<IWallConnector>());
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foreach (var aat in adjacentActorTraits)
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aat.SetDirty();
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}
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public void RemovedFromWorld(Actor self)
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{
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UpdateNeighbours(self);
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}
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bool IWallConnector.AdjacentWallCanConnect(Actor self, CPos wallLocation, string wallType, out CVec facing)
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{
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facing = wallLocation - self.Location;
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return wallType == gateInfo.Type && gateInfo.WallConnections.Contains(facing);
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}
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void IWallConnector.SetDirty() { }
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}
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}
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@@ -750,3 +750,52 @@
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Inherits: ^TerrainOverlay
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CustomSelectionSize:
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CustomBounds: 220,220
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^Gate:
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Inherits: ^Building
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Valued:
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Cost: 250
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Health:
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HP: 350
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Armor:
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Type: Heavy
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LineBuildNode:
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Types: wall, gate
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-Building:
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-Capturable:
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-GivesBuildableArea:
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-MustBeDestroyed:
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-WithSpriteBody:
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WithGateSpriteBody:
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Power:
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CanPowerDown:
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IndicatorPalette: mouse
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Tooltip:
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Description: Automated barrier that opens for allied units.
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Gate:
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Adjacent: 4
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BuildSounds: place2.aud
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OpeningSound: gateup1.aud
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ClosingSound: gatedwn1.aud
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TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
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BlocksProjectilesHeight: 640
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^Gate_A:
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Inherits: ^Gate
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Gate:
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Dimensions: 3,1
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Footprint: xxx
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WithGateSpriteBody:
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WallConnections: -1,0, 3,0
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LineBuildNode:
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Connections: -1,0, 1,0
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^Gate_B:
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Inherits: ^Gate
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Gate:
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Dimensions: 1,3
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Footprint: x x x
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WithGateSpriteBody:
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WallConnections: 0,-1, 0,3
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LineBuildNode:
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Connections: 0,-1, 0,1
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@@ -25,6 +25,24 @@ GAWALL:
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LineBuild:
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NodeTypes: wall, turret
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GAGATE_A:
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Inherits: ^Gate_A
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 100
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Prerequisites: gapile, ~structures.gdi
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Tooltip:
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Name: GDI Gate
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GAGATE_B:
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Inherits: ^Gate_B
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 100
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Prerequisites: gapile, ~structures.gdi
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Tooltip:
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Name: GDI Gate
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GACTWR:
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Inherits: ^Defense
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-WithSpriteBody:
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@@ -25,6 +25,24 @@ NAWALL:
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LineBuild:
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NodeTypes: wall, turret
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NAGATE_A:
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Inherits: ^Gate_A
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 100
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Prerequisites: nahand, ~structures.nod
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Tooltip:
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Name: Nod Gate
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|
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NAGATE_B:
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Inherits: ^Gate_B
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 100
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Prerequisites: nahand, ~structures.nod
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Tooltip:
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Name: Nod Gate
|
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|
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NALASR:
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Inherits: ^Defense
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Valued:
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@@ -602,6 +602,120 @@ gawall:
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Offset: 0, 0
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UseTilesetCode: false
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gagate_a:
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Defaults:
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Offset: -24, -24
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UseTilesetCode: true
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idle:
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Length: 10
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ShadowStart: 21
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damaged-idle:
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Start: 10
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Length: 10
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||||
ShadowStart: 31
|
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dead:
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Start: 20
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Tick: 400
|
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ShadowStart: 41
|
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make:
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Frames: 9, 8, 7, 6, 5, 4, 3, 2, 1
|
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Length: 9
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emp-overlay: emp_fx01
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Length: *
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Offset: 0, 0
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UseTilesetCode: false
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ZOffset: 512
|
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BlendMode: Additive
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icon: gateicon
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Offset: 0, 0
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UseTilesetCode: false
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gagate_b:
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Defaults:
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Offset: 24, -24
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UseTilesetCode: true
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idle:
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Length: 10
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ShadowStart: 21
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damaged-idle:
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Start: 10
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Length: 10
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ShadowStart: 31
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dead:
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Start: 20
|
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Tick: 400
|
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ShadowStart: 41
|
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make:
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Frames: 9, 8, 7, 6, 5, 4, 3, 2, 1
|
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Length: 9
|
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emp-overlay: emp_fx01
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Length: *
|
||||
Offset: 0, 0
|
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UseTilesetCode: false
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ZOffset: 512
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BlendMode: Additive
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icon: gat2icon
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Offset: 0, 0
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||||
UseTilesetCode: false
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||||
|
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nagate_a:
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Defaults:
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Offset: -24, -24
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UseTilesetCode: true
|
||||
Tick: 80
|
||||
idle:
|
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Length: 7
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||||
ShadowStart: 15
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||||
damaged-idle:
|
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Start: 7
|
||||
Length: 7
|
||||
ShadowStart: 22
|
||||
dead:
|
||||
Start: 14
|
||||
Tick: 400
|
||||
ShadowStart: 29
|
||||
make:
|
||||
Frames: 6, 5, 4, 3, 2, 1
|
||||
Length: 6
|
||||
emp-overlay: emp_fx01
|
||||
Length: *
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
ZOffset: 512
|
||||
BlendMode: Additive
|
||||
icon: ngaticon
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
|
||||
nagate_b:
|
||||
Defaults:
|
||||
Offset: 24, -24
|
||||
UseTilesetCode: true
|
||||
Tick: 80
|
||||
idle:
|
||||
Length: 7
|
||||
ShadowStart: 15
|
||||
damaged-idle:
|
||||
Start: 7
|
||||
Length: 7
|
||||
ShadowStart: 22
|
||||
dead:
|
||||
Start: 14
|
||||
Tick: 400
|
||||
ShadowStart: 29
|
||||
make:
|
||||
Frames: 6, 5, 4, 3, 2, 1
|
||||
Length: 6
|
||||
emp-overlay: emp_fx01
|
||||
Length: *
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
ZOffset: 512
|
||||
BlendMode: Additive
|
||||
icon: nga2icon
|
||||
Offset: 0, 0
|
||||
UseTilesetCode: false
|
||||
|
||||
nawall:
|
||||
Defaults:
|
||||
Offset: 0, -12
|
||||
|
||||
Reference in New Issue
Block a user