Move various RA-specific traits to the new folder/namespace structure
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175
OpenRA.Mods.RA/Traits/MadTank.cs
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175
OpenRA.Mods.RA/Traits/MadTank.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Linq;
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using System.Drawing;
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using System.Collections.Generic;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.RA.Traits
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{
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class MadTankInfo : ITraitInfo, Requires<ExplodesInfo>, Requires<RenderUnitInfo>
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{
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public readonly string ThumpSequence = "piston";
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public readonly int ThumpInterval = 8;
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[WeaponReference]
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public readonly string ThumpDamageWeapon = "MADTankThump";
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public readonly int ThumpShakeIntensity = 3;
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public readonly float2 ThumpShakeMultiplier = new float2(1, 0);
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public readonly int ThumpShakeTime = 10;
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public readonly int ChargeDelay = 96;
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public readonly string ChargeSound = "madchrg2.aud";
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public readonly int DetonationDelay = 42;
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public readonly string DetonationSound = "madexplo.aud";
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[WeaponReference]
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public readonly string DetonationWeapon = "MADTankDetonate";
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[ActorReference]
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public readonly string DriverActor = "e1";
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public object Create(ActorInitializer init) { return new MadTank(init.self, this); }
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}
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class MadTank : IIssueOrder, IResolveOrder, IOrderVoice, ITick, IPreventsTeleport
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{
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readonly Actor self;
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readonly MadTankInfo info;
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readonly RenderUnit renderUnit;
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readonly ScreenShaker screenShaker;
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bool deployed;
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int tick;
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public MadTank(Actor self, MadTankInfo info)
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{
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this.self = self;
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this.info = info;
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renderUnit = self.Trait<RenderUnit>();
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screenShaker = self.World.WorldActor.Trait<ScreenShaker>();
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}
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public void Tick(Actor self)
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{
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if (!deployed)
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return;
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if (++tick >= info.ThumpInterval)
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{
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if (info.ThumpDamageWeapon != null)
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{
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var weapon = self.World.Map.Rules.Weapons[info.ThumpDamageWeapon.ToLowerInvariant()];
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// Use .FromPos since this weapon needs to affect more than just the MadTank actor
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weapon.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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screenShaker.AddEffect(info.ThumpShakeTime, self.CenterPosition, info.ThumpShakeIntensity, info.ThumpShakeMultiplier);
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tick = 0;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new TargetTypeOrderTargeter(new[] { "DetonateAttack" }, "DetonateAttack", 5, "attack", true, false) { ForceAttack = false };
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yield return new DeployOrderTargeter("Detonate", 5);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "DetonateAttack" && order.OrderID != "Detonate")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return "Attack";
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}
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void Detonate()
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{
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self.World.AddFrameEndTask(w =>
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{
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if (info.DetonationWeapon != null)
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{
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var weapon = self.World.Map.Rules.Weapons[info.DetonationWeapon.ToLowerInvariant()];
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), self, Enumerable.Empty<int>());
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}
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self.Kill(self);
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});
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}
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void EjectDriver()
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{
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var driver = self.World.CreateActor(info.DriverActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(self.Location),
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new OwnerInit(self.Owner)
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});
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var driverMobile = driver.TraitOrDefault<Mobile>();
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if (driverMobile != null)
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driverMobile.Nudge(driver, driver, true);
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}
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public bool PreventsTeleport(Actor self) { return deployed; }
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void StartDetonationSequence()
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{
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if (deployed)
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return;
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self.World.AddFrameEndTask(w => EjectDriver());
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if (info.ThumpSequence != null)
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renderUnit.PlayCustomAnimRepeating(self, info.ThumpSequence);
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deployed = true;
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self.QueueActivity(new Wait(info.ChargeDelay, false));
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self.QueueActivity(new CallFunc(() => Sound.Play(info.ChargeSound, self.CenterPosition)));
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self.QueueActivity(new Wait(info.DetonationDelay, false));
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self.QueueActivity(new CallFunc(() => Sound.Play(info.DetonationSound, self.CenterPosition)));
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self.QueueActivity(new CallFunc(Detonate));
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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 == "DetonateAttack")
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{
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor)
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new MoveAdjacentTo(self, target));
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self.QueueActivity(new CallFunc(StartDetonationSequence));
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}
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else if (order.OrderString == "Detonate")
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{
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self.CancelActivity();
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self.QueueActivity(new CallFunc(StartDetonationSequence));
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}
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}
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}
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}
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