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@@ -10,7 +10,6 @@
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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 OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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@@ -20,9 +19,13 @@ namespace OpenRA.Mods.Common.Traits
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{
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public class DeployToUpgradeInfo : ITraitInfo, Requires<UpgradeManagerInfo>
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{
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[UpgradeGrantedReference]
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[Desc("The upgrades to grant while the actor is undeployed.")]
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public readonly string[] UndeployedUpgrades = { };
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[UpgradeGrantedReference, FieldLoader.Require]
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[Desc("The upgrades to grant when deploying and revoke when undeploying.")]
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public readonly string[] Upgrades = { };
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[Desc("The upgrades to grant after deploying and revoke before undeploying.")]
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public readonly string[] DeployedUpgrades = { };
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[Desc("The terrain types that this actor can deploy on to receive these upgrades. " +
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"Leave empty to allow any.")]
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@@ -52,8 +55,10 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new DeployToUpgrade(init.Self, this); }
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}
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public class DeployToUpgrade : IResolveOrder, IIssueOrder
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public class DeployToUpgrade : IResolveOrder, IIssueOrder, INotifyCreated
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{
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enum DeployState { Undeployed, Deploying, Deployed }
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readonly Actor self;
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readonly DeployToUpgradeInfo info;
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readonly UpgradeManager manager;
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@@ -61,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly bool canTurn;
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readonly Lazy<ISpriteBody> body;
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bool isUpgraded;
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DeployState deployState;
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public DeployToUpgrade(Actor self, DeployToUpgradeInfo info)
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{
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@@ -73,6 +78,11 @@ namespace OpenRA.Mods.Common.Traits
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body = Exts.Lazy(self.TraitOrDefault<ISpriteBody>);
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}
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public void Created(Actor self)
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{
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OnUndeployCompleted();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new DeployOrderTargeter("DeployToUpgrade", 5,
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@@ -89,59 +99,24 @@ namespace OpenRA.Mods.Common.Traits
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "DeployToUpgrade")
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if (order.OrderString != "DeployToUpgrade" || deployState == DeployState.Deploying)
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return;
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if (!IsOnValidTerrain())
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return;
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if (isUpgraded)
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{
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// Play undeploy animation and after that revoke the upgrades
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self.QueueActivity(false, new CallFunc(() =>
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{
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if (!string.IsNullOrEmpty(info.UndeploySound))
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Game.Sound.Play(info.UndeploySound, self.CenterPosition);
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if (string.IsNullOrEmpty(info.DeployAnimation))
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{
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RevokeUpgrades();
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return;
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}
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if (body.Value != null)
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body.Value.PlayCustomAnimationBackwards(self, info.DeployAnimation, RevokeUpgrades);
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else
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RevokeUpgrades();
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}));
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}
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else
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{
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if (!order.Queued)
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self.CancelActivity();
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// Turn
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if (deployState == DeployState.Deployed)
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{
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self.QueueActivity(new CallFunc(Undeploy));
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}
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else if (deployState == DeployState.Undeployed)
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{
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// Turn to the required facing.
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if (info.Facing != -1 && canTurn)
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self.QueueActivity(new Turn(self, info.Facing));
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// Grant the upgrade
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self.QueueActivity(new CallFunc(GrantUpgrades));
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// Play deploy sound and animation
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self.QueueActivity(new CallFunc(() =>
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{
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if (!string.IsNullOrEmpty(info.DeploySound))
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Game.Sound.Play(info.DeploySound, self.CenterPosition);
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if (string.IsNullOrEmpty(info.DeployAnimation))
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return;
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if (body.Value != null)
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body.Value.PlayCustomAnimation(self, info.DeployAnimation,
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() => body.Value.PlayCustomAnimationRepeating(self, "idle"));
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}));
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self.QueueActivity(new CallFunc(Deploy));
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}
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isUpgraded = !isUpgraded;
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}
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bool IsOnValidTerrain()
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@@ -181,16 +156,80 @@ namespace OpenRA.Mods.Common.Traits
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return ramp == 0;
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}
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void GrantUpgrades()
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/// <summary>Play deploy sound and animation.</summary>
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void Deploy()
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{
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foreach (var up in info.Upgrades)
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manager.GrantUpgrade(self, up, this);
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (deployState != DeployState.Undeployed)
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return;
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if (!IsOnValidTerrain())
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return;
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if (!string.IsNullOrEmpty(info.DeploySound))
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Game.Sound.Play(info.DeploySound, self.CenterPosition);
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// Revoke upgrades that are used while undeployed.
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OnDeployStarted();
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// If there is no animation to play just grant the upgrades that are used while deployed.
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// Alternatively, play the deploy animation and then grant the upgrades.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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OnDeployCompleted();
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else
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body.Value.PlayCustomAnimation(self, info.DeployAnimation, OnDeployCompleted);
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}
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void RevokeUpgrades()
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/// <summary>Play undeploy sound and animation and after that revoke the upgrades.</summary>
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void Undeploy()
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{
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foreach (var up in info.Upgrades)
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// Something went wrong, most likely due to deploy order spam and the fact that this is a delayed action.
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if (deployState != DeployState.Deployed)
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return;
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if (!string.IsNullOrEmpty(info.UndeploySound))
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Game.Sound.Play(info.UndeploySound, self.CenterPosition);
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OnUndeployStarted();
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// If there is no animation to play just grant the upgrades that are used while undeployed.
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// Alternatively, play the undeploy animation and then grant the upgrades.
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if (string.IsNullOrEmpty(info.DeployAnimation) || body.Value == null)
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OnUndeployCompleted();
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else
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body.Value.PlayCustomAnimationBackwards(self, info.DeployAnimation, OnUndeployCompleted);
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}
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void OnDeployStarted()
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{
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foreach (var up in info.UndeployedUpgrades)
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manager.RevokeUpgrade(self, up, this);
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deployState = DeployState.Deploying;
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}
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void OnDeployCompleted()
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{
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foreach (var up in info.DeployedUpgrades)
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manager.GrantUpgrade(self, up, this);
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deployState = DeployState.Deployed;
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}
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void OnUndeployStarted()
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{
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foreach (var up in info.DeployedUpgrades)
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manager.RevokeUpgrade(self, up, this);
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deployState = DeployState.Deploying;
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}
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void OnUndeployCompleted()
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{
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foreach (var up in info.UndeployedUpgrades)
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manager.GrantUpgrade(self, up, this);
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deployState = DeployState.Undeployed;
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}
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}
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}
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