Merge pull request #12999 from reaperrr/RevealOnDeath
Add RevealOnDeath trait
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OpenRA.Mods.Common/Traits/RevealOnDeath.cs
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78
OpenRA.Mods.Common/Traits/RevealOnDeath.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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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.Mods.Common.Effects;
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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("Reveal this actor's last position when killed.")]
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public class RevealOnDeathInfo : ConditionalTraitInfo
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{
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[Desc("Stances relative to the actors' owner that shroud will be revealed for.")]
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public readonly Stance RevealForStances = Stance.Ally;
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[Desc("Duration of the reveal.")]
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public readonly int Duration = 25;
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[Desc("Radius of the reveal around this actor.")]
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public readonly WDist Radius = new WDist(1536);
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[Desc("Can this actor be revealed through shroud generated by the GeneratesShroud trait?")]
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public readonly bool RevealGeneratedShroud = true;
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[Desc("DeathTypes for which shroud will be revealed.",
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"Use an empty list (the default) to allow all DeathTypes.")]
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public readonly HashSet<string> DeathTypes = new HashSet<string>();
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public override object Create(ActorInitializer init) { return new RevealOnDeath(init.Self, this); }
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}
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public class RevealOnDeath : ConditionalTrait<RevealOnDeathInfo>, INotifyKilled
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{
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readonly RevealOnDeathInfo info;
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public RevealOnDeath(Actor self, RevealOnDeathInfo info)
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: base(info)
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{
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this.info = info;
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}
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void INotifyKilled.Killed(Actor self, AttackInfo attack)
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{
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if (IsTraitDisabled)
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return;
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if (!self.IsInWorld)
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return;
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if (info.DeathTypes.Count > 0 && !attack.Damage.DamageTypes.Overlaps(info.DeathTypes))
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return;
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var owner = self.Owner;
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if (owner != null && owner.WinState == WinState.Undefined)
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{
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self.World.AddFrameEndTask(w =>
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{
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// Actor has been disposed by something else before its death (for example `Enter`).
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if (self.Disposed)
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return;
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w.Add(new RevealShroudEffect(self.CenterPosition, info.Radius,
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info.RevealGeneratedShroud ? Shroud.SourceType.Visibility : Shroud.SourceType.PassiveVisibility,
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owner, info.RevealForStances, duration: info.Duration));
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});
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}
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}
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}
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}
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