Implement ground-level bridge destruction and repair.
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223
OpenRA.Mods.Common/Traits/Buildings/BridgeHut.cs
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223
OpenRA.Mods.Common/Traits/Buildings/BridgeHut.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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("Allows bridges to be targeted for demolition and repair.")]
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class BridgeHutInfo : IDemolishableInfo, ITraitInfo
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{
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[Desc("Bridge types to act on")]
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public readonly string[] Types = { "GroundLevelBridge" };
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[Desc("Offsets to look for adjacent bridges to act on")]
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public readonly CVec[] NeighbourOffsets = { };
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[Desc("Delay between each segment repair step")]
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public readonly int RepairPropagationDelay = 20;
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[Desc("Delay between each segment demolish step")]
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public readonly int DemolishPropagationDelay = 5;
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[Desc("Hide the repair cursor if the bridge is only damaged (not destroyed)")]
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public readonly bool RequireForceAttackForHeal = false;
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public bool IsValidTarget(ActorInfo actorInfo, Actor saboteur) { return false; } // TODO: bridges don't support frozen under fog
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public object Create(ActorInitializer init) { return new BridgeHut(init.World, this); }
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}
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class BridgeHut : INotifyCreated, IDemolishable, ITick
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{
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public readonly BridgeHutInfo Info;
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readonly BridgeLayer bridgeLayer;
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// Fixed at map load
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readonly List<CPos[]> segmentLocations = new List<CPos[]>();
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// Changes as segments are killed and repaired
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readonly Dictionary<CPos, IBridgeSegment> segments = new Dictionary<CPos, IBridgeSegment>();
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readonly HashSet<CPos> dirtyLocations = new HashSet<CPos>();
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// Enabled during a repair action
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int repairStep;
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int repairDelay;
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Actor repairRepairer;
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// Enabled during a demolish action
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int demolishStep;
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int demolishDelay;
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Actor demolishSaboteur;
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public BridgeHut(World world, BridgeHutInfo info)
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{
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Info = info;
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bridgeLayer = world.WorldActor.Trait<BridgeLayer>();
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}
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void INotifyCreated.Created(Actor self)
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{
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self.World.AddFrameEndTask(w =>
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{
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// Bridge segments and huts are expected to be placed in the map
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// editor or spawned during the normal actor loading
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//
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// The number and location of bridge segments are calculated here,
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// and assumed to not change for the remaining lifetime of the world
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//
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// Bridge segment footprints and neighbour offsets are assumed to remain
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// the same when a segment is destroyed or repaired.
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var seed = Info.NeighbourOffsets.Select(v => self.Location + v);
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var processed = new HashSet<CPos>();
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while (true)
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{
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var step = NextNeighbourStep(seed, processed).ToList();
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if (!step.Any())
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break;
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foreach (var s in step)
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segments[s.Location] = s;
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segmentLocations.Add(step.Select(s => s.Location).ToArray());
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seed = step.SelectMany(s => s.NeighbourOffsets.Select(n => s.Location + n)).ToList();
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}
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repairStep = demolishStep = segmentLocations.Count;
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});
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}
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void ITick.Tick(Actor self)
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{
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// Update any dead segments
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dirtyLocations.Clear();
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foreach (var kv in segments)
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if (!kv.Value.Valid)
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dirtyLocations.Add(kv.Key);
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foreach (var c in dirtyLocations)
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segments[c] = bridgeLayer[c].TraitOrDefault<IBridgeSegment>();
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if (repairStep < segmentLocations.Count && --repairDelay <= 0)
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RepairStep();
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if (demolishStep < segmentLocations.Count && --demolishDelay <= 0)
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DemolishStep();
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}
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IEnumerable<IBridgeSegment> NextNeighbourStep(IEnumerable<CPos> seed, HashSet<CPos> processed)
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{
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foreach (var c in seed)
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{
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var bridge = bridgeLayer[c];
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if (bridge == null)
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continue;
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var segment = bridge.TraitOrDefault<IBridgeSegment>();
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if (segment != null && Info.Types.Contains(segment.Type) && processed.Add(segment.Location))
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yield return segment;
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}
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}
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public void Repair(Actor self, Actor repairer)
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{
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if (Info.RepairPropagationDelay > 0)
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{
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repairStep = 0;
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repairRepairer = repairer;
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RepairStep();
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}
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else
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foreach (var s in segments.Values)
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s.Repair(repairer);
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}
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public void RepairStep()
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{
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// Find the next segment that needs to be repaired
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while (repairStep < segmentLocations.Count)
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{
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var stepDamage = segmentLocations[repairStep]
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.Select(c => segments[c])
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.Max(s => s.DamageState);
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if (stepDamage > DamageState.Undamaged)
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break;
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repairStep++;
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}
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if (repairStep < segmentLocations.Count)
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foreach (var c in segmentLocations[repairStep])
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segments[c].Repair(repairRepairer);
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repairDelay = Info.RepairPropagationDelay;
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}
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public void Demolish(Actor self, Actor saboteur)
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{
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if (Info.DemolishPropagationDelay > 0)
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{
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demolishStep = 0;
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demolishSaboteur = saboteur;
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DemolishStep();
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}
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else
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foreach (var s in segments.Values)
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s.Demolish(saboteur);
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}
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public void DemolishStep()
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{
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// Find the next segment to demolish
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while (demolishStep < segmentLocations.Count)
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{
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var stepDamage = segmentLocations[demolishStep]
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.Select(c => segments[c])
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.Max(s => s.DamageState);
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if (stepDamage < DamageState.Dead)
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break;
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demolishStep++;
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}
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if (demolishStep < segmentLocations.Count)
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foreach (var c in segmentLocations[demolishStep])
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segments[c].Demolish(demolishSaboteur);
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demolishDelay = Info.DemolishPropagationDelay;
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// Always advance at least one step (prevents sticking on placeholders)
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demolishStep++;
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}
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public bool IsValidTarget(Actor self, Actor saboteur)
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{
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return true;
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}
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public DamageState BridgeDamageState
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{
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get
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{
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if (!segments.Any())
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return DamageState.Undamaged;
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return segments.Values.Max(s => s.DamageState);
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}
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}
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public bool Repairing { get { return repairStep < segmentLocations.Count; } }
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}
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}
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