move ActorGroupProxy to mod; move SupportPower traits into directory
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121
OpenRA.Mods.RA/SupportPowers/IronCurtainPower.cs
Executable file
121
OpenRA.Mods.RA/SupportPowers/IronCurtainPower.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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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.RA
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{
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class IronCurtainPowerInfo : SupportPowerInfo
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{
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public readonly float Duration = 0f;
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public override object Create(ActorInitializer init) { return new IronCurtainPower(init.self, this); }
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}
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class IronCurtainPower : SupportPower, IResolveOrder
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{
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public IronCurtainPower(Actor self, IronCurtainPowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, "ironchg1.aud"); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, "ironrdy1.aud"); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play("slcttgt1.aud");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsAvailable) return;
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if (order.OrderString == "IronCurtain")
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{
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if (self.Owner == self.World.LocalPlayer)
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Game.controller.CancelInputMode();
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var curtain = self.World.Queries.WithTrait<IronCurtain>()
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.Where(a => a.Actor.Owner != null)
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.FirstOrDefault().Actor;
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if (curtain != null)
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curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
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Sound.Play("ironcur9.aud", order.TargetActor.CenterLocation);
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order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
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(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public SelectTarget() { }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Owner != null
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&& a.traits.Contains<IronCurtainable>()
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&& a.traits.Contains<Selectable>()).FirstOrDefault();
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if (underCursor != null)
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yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);
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}
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yield break;
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}
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public void Tick(World world)
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{
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var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<IronCurtain>()
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.Any();
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if (!hasStructure)
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? "ability" : "move-blocked";
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}
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}
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}
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// tag trait for the building
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class IronCurtainInfo : TraitInfo<IronCurtain> { }
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class IronCurtain { }
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}
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