deprecate RenderBuildingWarFactory
This commit is contained in:
@@ -370,7 +370,6 @@
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<Compile Include="Traits\Render\RenderBuilding.cs" />
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<Compile Include="Traits\Render\RenderBuildingCharge.cs" />
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<Compile Include="Traits\Render\RenderBuildingTurreted.cs" />
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<Compile Include="Traits\Render\RenderBuildingWarFactory.cs" />
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<Compile Include="Traits\Render\RenderEditorOnly.cs" />
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<Compile Include="Traits\Render\RenderFlare.cs" />
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<Compile Include="Traits\Render\RenderHarvester.cs" />
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@@ -1,96 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class RenderBuildingWarFactoryInfo : RenderBuildingInfo
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{
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public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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foreach (var orig in base.RenderPreviewSprites(init, rs, image, facings, p))
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yield return orig;
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// Show additional roof overlay
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var anim = new Animation(init.World, image, () => 0);
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anim.PlayRepeating("idle-top");
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var bi = init.Actor.Traits.Get<BuildingInfo>();
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
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yield return new SpriteActorPreview(anim, WVec.Zero, offset, p, rs.Scale);
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}
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}
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class RenderBuildingWarFactory : RenderBuilding, INotifyBuildComplete, ITick, INotifyProduction, INotifySold
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{
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readonly Animation roof;
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bool isOpen;
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CPos openExit;
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bool buildComplete;
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public RenderBuildingWarFactory(ActorInitializer init, RenderBuildingInfo info)
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: base(init, info)
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{
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roof = new Animation(init.World, GetImage(init.Self));
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var bi = init.Self.Info.Traits.Get<BuildingInfo>();
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// Additional 512 units move from center -> top of cell
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var offset = FootprintUtils.CenterOffset(init.World, bi).Y + 512;
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Add("roof", new AnimationWithOffset(roof, null,
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() => !buildComplete, offset));
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}
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public override void BuildingComplete(Actor self)
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{
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roof.Play(NormalizeSequence(self,
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self.GetDamageState() > DamageState.Heavy ? "damaged-idle-top" : "idle-top"));
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buildComplete = true;
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}
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public override void Tick(Actor self)
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{
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base.Tick(self);
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if (isOpen && !self.World.ActorMap.GetUnitsAt(openExit).Any(a => a != self))
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{
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isOpen = false;
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roof.PlayBackwardsThen(NormalizeSequence(self, "build-top"),
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() => roof.Play(NormalizeSequence(self, "idle-top")));
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}
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}
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public override void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (roof.CurrentSequence != null)
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{
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if (e.DamageState >= DamageState.Heavy)
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roof.ReplaceAnim("damaged-" + roof.CurrentSequence.Name);
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else
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roof.ReplaceAnim(roof.CurrentSequence.Name.Replace("damaged-", ""));
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}
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base.DamageStateChanged(self, e);
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}
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public void UnitProduced(Actor self, Actor other, CPos exit)
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{
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roof.PlayThen(NormalizeSequence(self, "build-top"), () => { isOpen = true; openExit = exit; });
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}
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public void Selling(Actor self) { Remove("roof"); }
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public void Sold(Actor self) { }
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}
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}
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@@ -363,8 +363,9 @@ WEAP:
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RevealsShroud:
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Range: 4c0
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Bib:
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-RenderBuilding:
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RenderBuildingWarFactory:
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WithProductionDoorOverlay:
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Sequence: idle-top
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BuildSequence: build-top
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RallyPoint:
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RallyPoint: 0,3
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Exit@1:
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@@ -200,8 +200,7 @@ refinery:
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DeliveryOffset: 2,2
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DeliveringActor: carryall.reinforce
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Facing: 160
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-RenderBuilding:
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RenderBuildingWarFactory:
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RenderBuilding:
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Image: refinery.harkonnen
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RaceImages:
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atreides: refinery.atreides
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@@ -37,9 +37,10 @@ WEAF:
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Footprint: xxx xxx
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Dimensions: 3,2
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Bib:
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-RenderBuilding:
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RenderBuildingWarFactory:
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RenderBuilding:
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Image: WEAP
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WithIdleOverlay@ROOF:
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Sequence: idle-top
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Valued:
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Cost: 200
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@@ -761,8 +761,9 @@ WEAP:
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RevealsShroud:
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Range: 4c0
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Bib:
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-RenderBuilding:
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RenderBuildingWarFactory:
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WithProductionDoorOverlay:
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Sequence: idle-top
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BuildSequence: build-top
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RallyPoint:
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Exit@1:
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SpawnOffset: 213,-128,0
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