Merge pull request #3405 from Mailaender/fort-bugstar
Fixed the worsed problems in Fort Lonestar
This commit is contained in:
@@ -46,9 +46,9 @@ namespace OpenRA
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static Dictionary<string, T> LoadYamlRules<T>(string[] files, List<MiniYamlNode> dict, Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> f)
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{
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var y = files.Select(a => MiniYaml.FromFile(a)).Aggregate(dict, MiniYaml.MergeLiberal);
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var yy = y.ToDictionary( x => x.Key, x => x.Value );
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return y.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => f(kv, yy));
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var y = files.Select(MiniYaml.FromFile).Aggregate(dict, MiniYaml.MergeLiberal);
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var yy = y.ToDictionary(x => x.Key, x => x.Value);
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return y.ToDictionaryWithConflictLog(kv => kv.Key.ToLowerInvariant(), kv => f(kv, yy), "LoadYamlRules", null, null);
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}
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public static IEnumerable<KeyValuePair<string,MusicInfo>> InstalledMusic { get { return Music.Where( m => m.Value.Exists ); } }
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@@ -31,9 +31,11 @@ namespace OpenRA.Mods.RA.Crates
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// We want neither of these properties for crate power proxies.
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public override void Activate(Actor collector)
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{
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base.Activate(collector);
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collector.World.AddFrameEndTask(w => w.CreateActor(Info.Proxy, new TypeDictionary
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{
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new OwnerInit( collector.Owner )
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new OwnerInit(collector.Owner)
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}));
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}
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}
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@@ -1,23 +1,28 @@
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using System.Collections.Generic;
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 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.Drawing;
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using System.Linq;
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using System;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Network;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Effects;
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namespace OpenRA.Mods.RA.Missions
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{
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class FortScriptInfo : TraitInfo<FortScript>, Requires<SpawnMapActorsInfo> { }
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class FortLonestarScriptInfo : TraitInfo<FortLonestarScript>, Requires<SpawnMapActorsInfo> { }
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class FortScript : IWorldLoaded, ITick
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class FortLonestarScript : IWorldLoaded, ITick
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{
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Player multi0;
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Player soviets;
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@@ -251,6 +251,8 @@
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<Compile Include="Lint\CheckTraitPrerequisites.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Missions\DesertShellmapScript.cs" />
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<Compile Include="Missions\FortLonestarScript.cs" />
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<Compile Include="Missions\Survival02Script.cs" />
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<Compile Include="MPStartLocations.cs" />
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<Compile Include="Mine.cs" />
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<Compile Include="Minelayer.cs" />
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@@ -499,4 +501,4 @@ cd "$(SolutionDir)thirdparty/"
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copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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</Project>
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</Project>
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@@ -477,7 +477,7 @@ Rules:
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SpawnInterval: 100
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-SpawnMPUnits:
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-MPStartLocations:
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FortScript:
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FortLonestarScript:
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CRATE:
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-LevelUpCrateAction:
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-GiveMcvCrateAction:
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@@ -813,7 +813,7 @@ Rules:
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RevealsShroud:
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Range: 6
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AutoTarget:
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InitialStance: HoldFire
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InitialStance: Defend
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Armament:
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Weapon: Sniper
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SPY:
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@@ -993,7 +993,7 @@ Rules:
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HP: 250
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Armor:
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Type: Concrete
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BADR.bomber:
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BADR.Bomber:
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CarpetBomb:
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Range: 3
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Weapon: ParaBomb
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@@ -1014,13 +1014,25 @@ Rules:
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-Selectable:
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-GainsExperience:
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Tooltip:
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Name: Badger
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FallsToEarth:
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Spins: no
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Moves: yes
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Explosion: UnitExplode
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Name: Mig Bomber
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LeavesHusk:
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HuskActor: BADR.Husk
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-EjectOnDeath:
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-GpsDot:
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BADR.Husk:
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Inherits: ^PlaneHusk
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Tooltip:
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Name: Badger
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RenderUnit:
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Image: mig
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WithShadow:
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Plane:
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ROT: 5
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Speed: 16
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SmokeTrailWhenDamaged:
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Offset: -853,0,171
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Interval: 2
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MinDamage: Undamaged
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Sequences:
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@@ -454,7 +454,7 @@ SNIPER:
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BuildPaletteOrder: 80
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Owner: soviet
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Prerequisites: dome
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Hotkey: n
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Hotkey: s
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Selectable:
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Bounds: 12,17,0,-6
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Mobile:
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@@ -729,6 +729,7 @@ CRATE:
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SupportPowerCrateAction@parabombs:
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SelectionShares: 5
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Proxy: powerproxy.parabombs
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Effect: parabombs
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GiveMcvCrateAction:
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SelectionShares: 2
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NoBaseSelectionShares: 9001
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@@ -1223,6 +1223,7 @@ Sniper:
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Wood: 5%
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Light: 5%
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Heavy: 5%
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Concrete: 5%
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InfDeath: 2
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ChronoTusk:
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