add a voxel harvester unload animation
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@@ -18,19 +18,21 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.TS
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namespace OpenRA.Mods.TS
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{
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{
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public class SimpleHarvesterDockSequence : Activity
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public class VoxelHarvesterDockSequence : Activity
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{
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{
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enum State { Turn, Dock, Loop, Undock }
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enum State { Turn, Dock, Loop, Undock }
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readonly Actor proc;
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readonly Actor proc;
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readonly Harvester harv;
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readonly Harvester harv;
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readonly WithVoxelUnloadBody body;
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State state;
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State state;
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public SimpleHarvesterDockSequence(Actor self, Actor proc)
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public VoxelHarvesterDockSequence(Actor self, Actor proc)
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{
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{
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this.proc = proc;
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this.proc = proc;
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state = State.Turn;
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state = State.Turn;
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harv = self.Trait<Harvester>();
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harv = self.Trait<Harvester>();
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body = self.Trait<WithVoxelUnloadBody>();
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}
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}
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public override Activity Tick(Actor self)
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public override Activity Tick(Actor self)
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@@ -45,6 +47,7 @@ namespace OpenRA.Mods.TS
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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nd.Docked(proc, self);
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nd.Docked(proc, self);
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state = State.Loop;
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state = State.Loop;
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body.Docked = true;
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return this;
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return this;
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case State.Loop:
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case State.Loop:
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if (!proc.IsInWorld || proc.IsDead() || harv.TickUnload(self, proc))
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if (!proc.IsInWorld || proc.IsDead() || harv.TickUnload(self, proc))
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@@ -54,6 +57,7 @@ namespace OpenRA.Mods.TS
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if (proc.IsInWorld && !proc.IsDead())
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if (proc.IsInWorld && !proc.IsDead())
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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nd.Undocked(proc, self);
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nd.Undocked(proc, self);
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body.Docked = false;
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return NextActivity;
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return NextActivity;
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}
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}
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@@ -50,6 +50,7 @@
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<Compile Include="ShroudPalette.cs" />
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<Compile Include="ShroudPalette.cs" />
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<Compile Include="Activities\VoxelHarvesterDockSequence.cs" />
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<Compile Include="Activities\VoxelHarvesterDockSequence.cs" />
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<Compile Include="TiberianSunRefinery.cs" />
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<Compile Include="TiberianSunRefinery.cs" />
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<Compile Include="WithVoxelUnloadBody.cs" />
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</ItemGroup>
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</ItemGroup>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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Other similar extension points exist, see Microsoft.Common.targets.
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.TS
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public override Activity DockSequence(Actor harv, Actor self)
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public override Activity DockSequence(Actor harv, Actor self)
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{
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{
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return new SimpleHarvesterDockSequence(harv, self);
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return new VoxelHarvesterDockSequence(harv, self);
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}
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}
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}
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}
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}
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}
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61
OpenRA.Mods.TS/WithVoxelUnloadBody.cs
Executable file
61
OpenRA.Mods.TS/WithVoxelUnloadBody.cs
Executable file
@@ -0,0 +1,61 @@
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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 System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithVoxelUnloadBodyInfo : ITraitInfo, Requires<RenderVoxelsInfo>
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{
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[Desc("Voxel sequence name to use when docked to a refinery.")]
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public readonly string UnloadSequence = "unload";
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[Desc("Voxel sequence name to use when undocked from a refinery.")]
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public readonly string IdleSequence = "idle";
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public object Create(ActorInitializer init) { return new WithVoxelUnloadBody(init.self, this); }
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}
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public class WithVoxelUnloadBody : IAutoSelectionSize
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{
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public bool Docked;
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readonly int2 size;
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public WithVoxelUnloadBody(Actor self, WithVoxelUnloadBodyInfo info)
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{
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var body = self.Trait<IBodyOrientation>();
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var rv = self.Trait<RenderVoxels>();
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var idleVoxel = VoxelProvider.GetVoxel(rv.Image, info.IdleSequence);
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rv.Add(new VoxelAnimation(idleVoxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => Docked,
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() => 0));
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// Selection size
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var rvi = self.Info.Traits.Get<RenderVoxelsInfo>();
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var s = (int)(rvi.Scale * idleVoxel.Size.Aggregate(Math.Max));
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size = new int2(s, s);
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var unloadVoxel = VoxelProvider.GetVoxel(rv.Image, info.UnloadSequence);
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rv.Add(new VoxelAnimation(unloadVoxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => !Docked,
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() => 0));
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}
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public int2 SelectionSize(Actor self) { return size; }
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}
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}
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@@ -101,7 +101,7 @@ HARV:
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-GainsExperience:
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-GainsExperience:
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RenderSprites:
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RenderSprites:
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RenderVoxels:
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RenderVoxels:
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WithVoxelBody:
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WithVoxelUnloadBody:
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Explodes:
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Explodes:
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Weapon: TiberiumExplosion
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Weapon: TiberiumExplosion
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@@ -3,9 +3,7 @@ mcv:
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harv:
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harv:
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idle:
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idle:
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unload: horv
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horv:
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idle:
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apc: # TODO apcw in water
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apc: # TODO apcw in water
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idle:
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idle:
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