Added Gates
FIXUP: account for full gate footprint when updating neighbours. FIXUP: gate-wall connection adjacency yaml.
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135
OpenRA.Mods.Common/Traits/Buildings/Gate.cs
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135
OpenRA.Mods.Common/Traits/Buildings/Gate.cs
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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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