Fix cnc afld
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@@ -41,44 +41,16 @@ namespace OpenRA.Traits
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Spawns.Add(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1]));
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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{
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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{
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new OwnerInit( self.Owner ),
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});
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public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
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{
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Game.Debug("Creating actor {0}".F(newUnit.Info.Name));
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// Todo: remove assumption on Mobile
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var mobile = newUnit.traits.Get<Mobile>();
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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if (mobile.CanEnterCell(exit,self,true))
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{
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success = true;
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break;
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}
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}
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if (!success)
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{
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// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
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newUnit.traits.Get<Mobile>().RemoveInfluence();
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return false;
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}
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// Unit can be built; add to the world
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self.World.Add(newUnit);
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Game.Debug("Added to world");
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// Set the physical position of the unit as the exit cell
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mobile.SetPosition(newUnit,exit);
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var to = Util.CenterOfCell(exit);
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@@ -113,7 +85,44 @@ namespace OpenRA.Traits
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t.UnitProduced(self, newUnit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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{
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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{
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new OwnerInit( self.Owner ),
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});
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// Todo: remove assumption on Mobile
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var mobile = newUnit.traits.Get<Mobile>();
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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if (mobile.CanEnterCell(exit,self,true))
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{
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success = true;
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break;
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}
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}
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if (!success)
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{
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// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
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newUnit.traits.Get<Mobile>().RemoveInfluence();
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return false;
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}
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DoProduction(self, newUnit, exit, spawn);
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return true;
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}
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