split out ContrailHistory from the trait machinery
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@@ -30,26 +30,21 @@ namespace OpenRA.Mods.RA
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{
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{
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private ContrailInfo Info = null;
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private ContrailInfo Info = null;
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private List<float2> positions = new List<float2>();
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private Turret ContrailTurret = null;
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private Turret ContrailTurret = null;
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private int TrailLength = 0;
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ContrailHistory history;
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private Color TrailColor = Color.White;
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static Color ChooseColor(Actor self)
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{
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var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
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return PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
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}
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public Contrail(Actor self, ContrailInfo info)
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public Contrail(Actor self, ContrailInfo info)
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{
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{
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Info = info;
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Info = info;
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ContrailTurret = new Turret(Info.ContrailOffset);
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ContrailTurret = new Turret(Info.ContrailOffset);
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history = new ContrailHistory(Info.TrailLength, Info.UsePlayerColor ? ChooseColor(self) : Color.White);
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TrailLength = Info.TrailLength;
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if (Info.UsePlayerColor)
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{
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var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
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TrailColor = PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
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}
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}
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}
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public void Tick(Actor self)
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public void Tick(Actor self)
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@@ -57,19 +52,35 @@ namespace OpenRA.Mods.RA
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var facing = self.Trait<IFacing>();
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var facing = self.Trait<IFacing>();
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var altitude = new float2(0, self.Trait<IMove>().Altitude);
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var altitude = new float2(0, self.Trait<IMove>().Altitude);
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float2 pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude;
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var pos = self.CenterLocation - Combat.GetTurretPosition(self, facing, ContrailTurret) - altitude;
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history.Tick(pos);
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}
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positions.Add(pos);
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public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
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}
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if (positions.Count >= TrailLength)
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class ContrailHistory
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{
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{
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List<float2> positions = new List<float2>();
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readonly int TrailLength;
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readonly Color Color;
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public ContrailHistory(int trailLength, Color color)
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{
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this.TrailLength = trailLength;
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this.Color = color;
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}
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public void Tick(float2 currentPos)
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{
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positions.Add(currentPos);
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if (positions.Count >= TrailLength)
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positions.RemoveAt(0);
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positions.RemoveAt(0);
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}
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}
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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public void Render(Actor self)
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{
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{
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Color trailStart = TrailColor;
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Color trailStart = Color;
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Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
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Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
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trailStart.G, trailStart.B);
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trailStart.G, trailStart.B);
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