war factory behavior is sortof sane, if glitchy
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@@ -7,6 +7,7 @@ namespace OpenRa.Game.Graphics
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readonly string name;
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readonly string name;
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Sequence currentSequence;
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Sequence currentSequence;
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int frame = 0;
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int frame = 0;
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bool backwards = false;
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bool tickAlways;
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bool tickAlways;
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public Animation( string name )
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public Animation( string name )
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@@ -15,7 +16,16 @@ namespace OpenRa.Game.Graphics
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Play( "idle" );
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Play( "idle" );
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}
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}
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public Sprite Image { get { return currentSequence.GetSprite( frame ); } }
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public Sprite Image
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{
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get
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{
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return backwards
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? currentSequence.GetSprite(currentSequence.End - frame - 1)
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: currentSequence.GetSprite(frame);
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}
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}
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public float2 Center { get { return 0.25f * new float2(currentSequence.GetSprite(0).bounds.Size); } }
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public float2 Center { get { return 0.25f * new float2(currentSequence.GetSprite(0).bounds.Size); } }
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public void Play( string sequenceName )
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public void Play( string sequenceName )
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@@ -23,6 +33,11 @@ namespace OpenRa.Game.Graphics
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PlayThen(sequenceName, () => { });
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PlayThen(sequenceName, () => { });
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}
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}
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public void PlayBackwards(string sequenceName)
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{
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PlayBackwardsThen(sequenceName, () => { });
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}
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public void PlayRepeating( string sequenceName )
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public void PlayRepeating( string sequenceName )
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{
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{
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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PlayThen( sequenceName, () => PlayRepeating( sequenceName ) );
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@@ -30,6 +45,7 @@ namespace OpenRa.Game.Graphics
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public void PlayThen( string sequenceName, Action after )
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public void PlayThen( string sequenceName, Action after )
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{
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{
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backwards = false;
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tickAlways = false;
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tickAlways = false;
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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frame = 0;
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frame = 0;
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@@ -45,8 +61,15 @@ namespace OpenRa.Game.Graphics
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};
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};
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}
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}
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public void PlayBackwardsThen(string sequenceName, Action after)
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{
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PlayThen(sequenceName, after);
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backwards = true;
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}
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public void PlayFetchIndex( string sequenceName, Func<int> func )
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public void PlayFetchIndex( string sequenceName, Func<int> func )
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{
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{
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backwards = false;
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tickAlways = true;
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tickAlways = true;
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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currentSequence = SequenceProvider.GetSequence( name, sequenceName );
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frame = func();
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frame = func();
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@@ -11,6 +11,7 @@ namespace OpenRa.Game.Traits
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{
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{
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public Animation roof;
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public Animation roof;
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bool doneBuilding;
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bool doneBuilding;
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bool isOpen;
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public readonly Actor self;
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public readonly Actor self;
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public RenderWarFactory(Actor self)
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public RenderWarFactory(Actor self)
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@@ -37,14 +38,22 @@ namespace OpenRa.Game.Traits
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{
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{
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base.Tick(self);
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base.Tick(self);
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roof.Tick();
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roof.Tick();
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var b = self.Bounds;
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if (isOpen && !Game.SelectUnitsInBox(
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new float2(b.Left, b.Top),
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new float2(b.Right, b.Bottom)).Any(a => a.traits.Contains<Mobile>()))
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{
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isOpen = false;
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roof.PlayBackwardsThen("build-top", () => roof.Play("idle-top"));
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}
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}
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}
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public void EjectUnit()
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public void EjectUnit()
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{
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{
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/* todo: hold the door open */
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/* todo: hold the door open */
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roof.PlayThen("build-top",
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roof.PlayThen("build-top", () => isOpen = true);
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() => roof.PlayRepeating("idle-top"));
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}
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}
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}
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}
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}
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}
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