move some ra crap around
This commit is contained in:
@@ -1,61 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.SupportPowers
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{
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class ChronoshiftPaletteEffectInfo : TraitInfo<ChronoshiftPaletteEffect> { }
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public class ChronoshiftPaletteEffect : IPaletteModifier, ITick
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{
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const int chronoEffectLength = 20;
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int remainingFrames;
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public void DoChronoshift()
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{
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remainingFrames = chronoEffectLength;
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}
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public void Tick(Actor self)
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{
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if (remainingFrames > 0)
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remainingFrames--;
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}
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public void AdjustPalette(Bitmap b)
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{
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if (remainingFrames == 0)
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return;
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/* TODO: FIX ME
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var frac = (float)remainingFrames / chronoEffectLength;
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for( var y = 0; y < (int)PaletteType.Chrome; y++ )
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for (var x = 0; x < 256; x++)
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{
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var orig = b.GetPixel(x, y);
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var lum = (int)(255 * orig.GetBrightness());
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var desat = Color.FromArgb(orig.A, lum, lum, lum);
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b.SetPixel(x, y, Graphics.Util.Lerp(frac, orig, desat));
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}
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*/
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}
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}
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}
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@@ -1,184 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.SupportPowers
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{
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class ChronoshiftPowerInfo : SupportPowerInfo
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{
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public readonly float Duration = 0f;
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public readonly bool KillCargo = true;
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public override object Create(Actor self) { return new ChronoshiftPower(self,this); }
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}
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class ChronoshiftPower : SupportPower, IResolveOrder
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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protected override void OnActivate() { Game.controller.orderGenerator = new SelectTarget(); }
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsAvailable) return;
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if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
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{
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Game.controller.orderGenerator = new SelectDestination(order.TargetActor);
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}
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if (order.OrderString == "ChronosphereActivate")
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{
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if (self.Owner == self.World.LocalPlayer)
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Game.controller.CancelInputMode();
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// Cannot chronoshift into unexplored location
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if (!self.Owner.Shroud.IsExplored(order.TargetLocation))
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return;
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// Ensure the target cell is valid for the unit
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var movement = order.TargetActor.traits.GetOrDefault<IMovement>();
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if (!movement.CanEnterCell(order.TargetLocation))
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return;
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var chronosphere = self.World.Queries
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.OwnedBy[self.Owner]
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.WithTrait<Chronosphere>()
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.Select(x => x.Actor).FirstOrDefault();
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bool success = order.TargetActor.traits.Get<Chronoshiftable>().Activate(order.TargetActor,
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order.TargetLocation,
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(int)((Info as ChronoshiftPowerInfo).Duration * 25 * 60),
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(Info as ChronoshiftPowerInfo).KillCargo,
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chronosphere);
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if (success)
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{
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Sound.Play("chrono2.aud", chronosphere.CenterLocation);
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// Trigger screen desaturate effect
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foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())
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a.Trait.DoChronoshift();
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if (chronosphere != null)
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim(chronosphere, "active");
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}
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Owner != null && a.traits.Contains<Chronoshiftable>()
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&& a.traits.Contains<Selectable>()).FirstOrDefault();
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if (underCursor != null)
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yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor);
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}
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yield break;
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}
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public void Tick( World world )
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render( World world ) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? "chrono-select" : "move-blocked";
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}
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}
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class SelectDestination : IOrderGenerator
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{
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Actor self;
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public SelectDestination(Actor self) { this.self = self; }
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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{
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Game.controller.CancelInputMode();
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yield break;
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}
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yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy);
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}
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public void Tick(World world)
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{
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var hasChronosphere = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<Chronosphere>()
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.Any();
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render(World world)
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.Red, true);
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}
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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if (!world.LocalPlayer.Shroud.IsExplored(xy))
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return "move-blocked";
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var movement = self.traits.GetOrDefault<IMovement>();
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return (movement.CanEnterCell(xy)) ? "chrono-target" : "move-blocked";
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}
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}
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}
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// tag trait to identify the building
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class ChronosphereInfo : TraitInfo<Chronosphere> { }
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public class Chronosphere { }
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}
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@@ -1,75 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
|
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.SupportPowers
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{
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class NukePowerInfo : SupportPowerInfo
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{
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public readonly string MissileWeapon = "";
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public override object Create(Actor self) { return new NukePower(self, this); }
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}
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class NukePower : SupportPower, IResolveOrder
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{
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public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator =
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new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (!IsAvailable) return;
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if (order.OrderString == "NuclearMissile")
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{
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var silo = self.World.Queries.OwnedBy[self.Owner]
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.Where(a => a.traits.Contains<NukeSilo>())
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.FirstOrDefault();
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if (silo != null)
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silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
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Owner.World.AddFrameEndTask(w =>
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{
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// Play to everyone but the current player
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if (Owner != Owner.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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//FIRE ZE MISSILES
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w.Add(new NukeLaunch(silo, (Info as NukePowerInfo).MissileWeapon, order.TargetLocation));
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});
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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}
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// tag trait for the building
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class NukeSiloInfo : TraitInfo<NukeSilo> { }
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class NukeSilo { }
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}
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