move CYard trait and UndeployMCV activity into mod
This commit is contained in:
57
OpenRA.Mods.RA/Activities/UndeployMcv.cs
Executable file
57
OpenRA.Mods.RA/Activities/UndeployMcv.cs
Executable file
@@ -0,0 +1,57 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.RA.Activities
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{
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public class UndeployMcv : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool started;
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void DoUndeploy(World w,Actor self)
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{
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w.Remove(self);
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var mcv = w.CreateActor("mcv", self.Location + new int2(1, 1), self.Owner);
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mcv.traits.Get<Unit>().Facing = 96;
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}
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public IActivity Tick(Actor self)
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{
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if (!started)
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{
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var rb = self.traits.Get<RenderBuilding>();
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rb.PlayCustomAnimBackwards(self, "make",
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() => self.World.AddFrameEndTask(w => DoUndeploy(w,self)));
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foreach (var s in self.Info.Traits.Get<BuildingInfo>().SellSounds)
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Sound.PlayToPlayer(self.Owner, s, self.CenterLocation);
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started = true;
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}
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return this;
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}
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public void Cancel(Actor self) {}
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}
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}
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@@ -46,9 +46,8 @@ namespace OpenRA.Mods.RA
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{
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get
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{
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return !info.RequiresConstructionYard ||
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Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
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.WithTrait<ConstructionYard>().Any();
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// WTF: why are these buttons even traits?
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return RepairOrderGenerator.PlayerIsAllowedToRepair( Game.world );
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}
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}
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49
OpenRA.Mods.RA/ConstructionYard.cs
Executable file
49
OpenRA.Mods.RA/ConstructionYard.cs
Executable file
@@ -0,0 +1,49 @@
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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 OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ConstructionYardInfo : TraitInfo<ConstructionYard> { }
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public class ConstructionYard : IIssueOrder, IResolveOrder
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{
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Left) return null;
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if (underCursor == self)
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return new Order("Deploy", self);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Deploy")
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{
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self.CancelActivity();
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self.QueueActivity(new UndeployMcv());
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}
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}
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}
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}
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@@ -67,8 +67,10 @@
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<Compile Include="Activities\Repair.cs" />
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<Compile Include="Activities\ReturnToBase.cs" />
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<Compile Include="Activities\Teleport.cs" />
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<Compile Include="Activities\UndeployMcv.cs" />
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<Compile Include="Activities\UnloadCargo.cs" />
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<Compile Include="Activities\Wait.cs" />
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<Compile Include="ConstructionYard.cs" />
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<Compile Include="Player\ActorGroupProxy.cs" />
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<Compile Include="Aircraft.cs" />
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<Compile Include="SupportPowers\AirstrikePower.cs" />
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@@ -52,14 +52,20 @@ namespace OpenRA.Mods.RA.Orders
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public void Tick( World world )
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{
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var hasFact = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<ConstructionYard>()
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.Any();
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if (!hasFact)
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if( PlayerIsAllowedToRepair( world ) )
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Game.controller.CancelInputMode();
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}
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public static bool PlayerIsAllowedToRepair( World world )
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{
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if( !world.WorldActor.Info.Traits.Get<RepairButtonInfo>().RequiresConstructionYard )
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return true;
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return Game.world.Queries.OwnedBy[ Game.world.LocalPlayer ]
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.WithTrait<Production>().Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( "Building" ) )
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.Any();
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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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@@ -1,9 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Traits
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namespace OpenRA.Mods.RA
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{
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class ActorGroupProxyInfo : TraitInfo<ActorGroupProxy> { }
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