engineer stuff
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@@ -109,6 +109,7 @@
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<Compile Include="Support\PerfHistory.cs" />
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<Compile Include="Traits\AcceptsOre.cs" />
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<Compile Include="Traits\Activities\Attack.cs" />
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<Compile Include="Traits\Activities\CaptureBuilding.cs" />
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<Compile Include="Traits\Activities\Circle.cs" />
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<Compile Include="Traits\Activities\Demolish.cs" />
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<Compile Include="Traits\Activities\Fly.cs" />
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@@ -179,6 +180,7 @@
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<Compile Include="Traits\BelowUnits.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\C4Demolition.cs" />
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<Compile Include="Traits\EngineerCapture.cs" />
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<Compile Include="Traits\Explodes.cs" />
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<Compile Include="Traits\ChronoshiftDeploy.cs" />
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<Compile Include="Traits\Fake.cs" />
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37
OpenRa.Game/Traits/Activities/CaptureBuilding.cs
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37
OpenRa.Game/Traits/Activities/CaptureBuilding.cs
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@@ -0,0 +1,37 @@
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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 System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class CaptureBuilding : IActivity
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{
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Actor target;
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public CaptureBuilding(Actor target) { this.target = target; }
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self)
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{
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if (target == null || target.IsDead) return NextActivity;
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// todo: don't waste engineers on things that have been captured
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// between order issue time and the time we hit the building.
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target.Health -= EngineerCapture.EngineerDamage;
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if (target.Health <= 0)
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{
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target.Owner = self.Owner;
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target.Health = EngineerCapture.EngineerDamage;
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}
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// the engineer is sacrificed.
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Game.world.AddFrameEndTask(w => w.Remove(self));
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return NextActivity;
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}
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public void Cancel(Actor self) { target = null; NextActivity = null; }
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}
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}
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34
OpenRa.Game/Traits/EngineerCapture.cs
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34
OpenRa.Game/Traits/EngineerCapture.cs
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@@ -0,0 +1,34 @@
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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 System.Text;
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using OpenRa.Game.Traits.Activities;
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namespace OpenRa.Game.Traits
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{
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class EngineerCapture : IOrder
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{
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public const int EngineerDamage = 300;
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (underCursor == null) return null;
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if (!underCursor.traits.Contains<Building>()) return null;
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// todo: other bits
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return new Order(underCursor.Health <= EngineerDamage ? "Capture" : "Enter",
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self, underCursor, int2.Zero, null);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Enter" || order.OrderString == "Capture")
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{
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self.CancelActivity();
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self.QueueActivity(new Move(order.TargetActor, 2));
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self.QueueActivity(new CaptureBuilding(order.TargetActor));
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}
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}
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}
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}
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@@ -564,7 +564,7 @@ FireDelay=8
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LongDesc=Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
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[E6]
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Description=Engineer
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Traits=Unit, Mobile, RenderInfantry, TakeCover, SquishByTank
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Traits=Unit, Mobile, EngineerCapture, RenderInfantry, TakeCover, SquishByTank
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Voice=EngineerVoice
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LongDesc=Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
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[SPY]
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