Iron Curtain.
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@@ -16,7 +16,7 @@ using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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using TUtil = OpenRA.Traits.Util;
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/*
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namespace OpenRA.Mods.RA
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{
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class IronCurtainPowerInfo : SupportPowerInfo
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@@ -27,46 +27,29 @@ namespace OpenRA.Mods.RA
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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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class IronCurtainPower : SupportPower
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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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public override IOrderGenerator OrderGenerator(string order, SupportPowerManager manager)
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{
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Self.World.OrderGenerator = new SelectTarget(this);
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Sound.Play("slcttgt1.aud");
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Sound.PlayToPlayer(manager.self.Owner, Info.SelectTargetSound);
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return new SelectTarget(order, manager, this);
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}
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public void ResolveOrder(Actor self, Order order)
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public override void Activate(Actor self, Order order)
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{
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if (!IsReady) return;
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if (order.OrderString == "IronCurtain")
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{
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var curtain = self.World.Queries
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.OwnedBy[self.Owner]
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.WithTrait<IronCurtain>()
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.Select(x => x.Actor).FirstOrDefault();
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if (curtain != null)
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curtain.Trait<RenderBuilding>().PlayCustomAnim(curtain, "active");
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Sound.Play("ironcur9.aud", Game.CellSize * order.TargetLocation);
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foreach (var target in UnitsInRange(order.TargetLocation))
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target.Trait<IronCurtainable>().Activate(target, (Info as IronCurtainPowerInfo).Duration * 25);
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FinishActivate();
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}
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self.Trait<RenderBuilding>().PlayCustomAnim(self, "active");
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Sound.Play("ironcur9.aud", Game.CellSize * order.TargetLocation);
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foreach (var target in UnitsInRange(order.TargetLocation))
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target.Trait<IronCurtainable>().Activate(target, (Info as IronCurtainPowerInfo).Duration * 25);
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}
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public IEnumerable<Actor> UnitsInRange(int2 xy)
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{
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int range = (Info as IronCurtainPowerInfo).Range;
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var uim = Self.World.WorldActor.Trait<UnitInfluence>();
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var tiles = Self.World.FindTilesInCircle(xy, range);
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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var tiles = self.World.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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units.AddRange(uim.GetUnitsAt(t));
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@@ -76,12 +59,16 @@ namespace OpenRA.Mods.RA
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class SelectTarget : IOrderGenerator
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{
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IronCurtainPower power;
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int range;
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Sprite tile;
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readonly IronCurtainPower power;
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readonly int range;
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readonly Sprite tile;
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readonly SupportPowerManager manager;
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readonly string order;
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public SelectTarget(IronCurtainPower power)
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public SelectTarget(string order, SupportPowerManager manager, IronCurtainPower power)
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{
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this.manager = manager;
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this.order = order;
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this.power = power;
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this.range = (power.Info as IronCurtainPowerInfo).Range;
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tile = UiOverlay.SynthesizeTile(0x04);
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@@ -89,28 +76,15 @@ namespace OpenRA.Mods.RA
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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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world.CancelInputMode();
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return OrderInner(world, xy, mi);
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world.CancelInputMode();
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if (mi.Button == MouseButton.Left && power.UnitsInRange(xy).Any())
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yield return new Order(order, manager.self, false) { TargetLocation = xy };
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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 && power.UnitsInRange(xy).Any() )
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{
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world.CancelInputMode();
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yield return new Order("IronCurtain", world.LocalPlayer.PlayerActor, false) { TargetLocation = xy };
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}
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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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// Cancel the OG if we can't use the power
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if (!manager.Powers.ContainsKey(order))
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world.CancelInputMode();
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}
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@@ -134,9 +108,4 @@ namespace OpenRA.Mods.RA
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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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*/
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@@ -201,7 +201,16 @@ IRON:
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Range: 10
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Bib:
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IronCurtainable:
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# IronCurtain:
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IronCurtainPower:
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Image: infxicon
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# ChargeTime: 120
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ChargeTime: 10
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Description: Invulnerability
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LongDesc: Makes a group of units invulnerable\nfor 10 seconds.
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Duration: 10
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SelectTargetSound: slcttgt1.aud
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BeginChargeSound: ironchg1.aud
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EndChargeSound: ironrdy1.aud
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PDOX:
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RequiresPower:
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@@ -25,13 +25,6 @@ Player:
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BuildSpeed: .4
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LowPowerSlowdown: 3
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PlaceBuilding:
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# IronCurtainPower:
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# Image: infxicon
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# ChargeTime: 2
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# Description: Invulnerability
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# LongDesc: Makes a group of units invulnerable\nfor 10 seconds.
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# Prerequisites: IRON
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# Duration: 10
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# SonarPulsePower:
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# Image: sonricon
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# ChargeTime: 10
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