move common traits
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75
OpenRA.Mods.Common/Traits/EjectOnDeath.cs
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75
OpenRA.Mods.Common/Traits/EjectOnDeath.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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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("Eject a ground soldier or a paratrooper while in the air.")]
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public class EjectOnDeathInfo : TraitInfo<EjectOnDeath>
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{
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[ActorReference]
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public readonly string PilotActor = "E1";
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public readonly int SuccessRate = 50;
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public readonly string ChuteSound = "chute1.aud";
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public readonly bool EjectInAir = false;
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public readonly bool EjectOnGround = false;
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[Desc("Risks stuck units when they don't have the Paratrooper trait.")]
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public readonly bool AllowUnsuitableCell = false;
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}
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public class EjectOnDeath : INotifyKilled
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{
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public void Killed(Actor self, AttackInfo e)
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{
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if (self.Owner.WinState == WinState.Lost || !self.World.Map.Contains(self.Location))
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return;
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var r = self.World.SharedRandom.Next(1, 100);
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var info = self.Info.Traits.Get<EjectOnDeathInfo>();
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if (r <= 100 - info.SuccessRate)
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return;
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var cp = self.CenterPosition;
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if ((cp.Z > 0 && !info.EjectInAir) || (cp.Z == 0 && !info.EjectOnGround))
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return;
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var pilot = self.World.CreateActor(false, info.PilotActor.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(self.Owner), new LocationInit(self.Location) });
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if (info.AllowUnsuitableCell || IsSuitableCell(self, pilot))
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{
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if (cp.Z > 0)
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{
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self.World.AddFrameEndTask(w => w.Add(new Parachute(pilot, cp)));
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Sound.Play(info.ChuteSound, cp);
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}
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else
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{
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self.World.AddFrameEndTask(w => w.Add(pilot));
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var pilotMobile = pilot.TraitOrDefault<Mobile>();
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if (pilotMobile != null)
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pilotMobile.Nudge(pilot, pilot, true);
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}
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}
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else
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pilot.Destroy();
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}
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static bool IsSuitableCell(Actor self, Actor actorToDrop)
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{
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return actorToDrop.Trait<IPositionable>().CanEnterCell(self.Location, self, true);
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}
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}
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}
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