Move Targetable*, Seeds/StoresResource(s) and two RenderBuilding traits to Mods.Common
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114
OpenRA.Mods.Common/Traits/Render/RenderBuildingWall.cs
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114
OpenRA.Mods.Common/Traits/Render/RenderBuildingWall.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class RenderBuildingWallInfo : RenderBuildingInfo
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{
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public readonly string Type = "wall";
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public readonly string Sequence = "idle";
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public override object Create(ActorInitializer init) { return new RenderBuildingWall(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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// Show a static frame instead of animating all of the wall states
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayFetchIndex("idle", () => 0);
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yield return new SpriteActorPreview(anim, WVec.Zero, 0, p, rs.Scale);
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}
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}
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class RenderBuildingWall : RenderBuilding, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly RenderBuildingWallInfo info;
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int adjacent = 0;
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bool dirty = true;
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public RenderBuildingWall(ActorInitializer init, RenderBuildingWallInfo info)
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: base(init, info)
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{
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this.info = info;
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}
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public override void BuildingComplete(Actor self)
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{
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DefaultAnimation.PlayFetchIndex(info.Sequence, () => adjacent);
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UpdateNeighbours(self);
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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DefaultAnimation.PlayFetchIndex(NormalizeSequence(DefaultAnimation, e.DamageState, info.Sequence), () => adjacent);
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (!dirty)
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return;
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// Update connection to neighbours
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var adjacentActors = CVec.Directions.SelectMany(dir =>
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self.World.ActorMap.GetUnitsAt(self.Location + dir));
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adjacent = 0;
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foreach (var a in adjacentActors)
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{
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var rb = a.TraitOrDefault<RenderBuildingWall>();
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if (rb == null || rb.info.Type != info.Type)
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continue;
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var location = self.Location;
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var otherLocation = a.Location;
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if (otherLocation == location + new CVec(0, -1))
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adjacent |= 1;
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else if (otherLocation == location + new CVec(+1, 0))
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adjacent |= 2;
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else if (otherLocation == location + new CVec(0, +1))
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adjacent |= 4;
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else if (otherLocation == location + new CVec(-1, 0))
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adjacent |= 8;
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}
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dirty = false;
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}
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static void UpdateNeighbours(Actor self)
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{
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var adjacentActors = CVec.Directions.SelectMany(dir =>
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self.World.ActorMap.GetUnitsAt(self.Location + dir))
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.Select(a => a.TraitOrDefault<RenderBuildingWall>())
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.Where(a => a != null);
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foreach (var rb in adjacentActors)
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rb.dirty = true;
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}
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public void AddedToWorld(Actor self)
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{
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UpdateNeighbours(self);
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}
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public void RemovedFromWorld(Actor self)
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{
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UpdateNeighbours(self);
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}
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}
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}
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