move HasUnitOnBuild to RA
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@@ -294,7 +294,6 @@
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<Compile Include="Widgets\BackgroundWidget.cs" />
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<Compile Include="Widgets\LabelWidget.cs" />
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<Compile Include="Widgets\CheckboxWidget.cs" />
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<Compile Include="Traits\HasUnitOnBuild.cs" />
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<Compile Include="Traits\Activities\Wait.cs" />
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<Compile Include="Traits\CrateAction.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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@@ -1,37 +0,0 @@
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using System;
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namespace OpenRA.Traits
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{
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class HasUnitOnBuildInfo : ITraitInfo
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{
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public readonly string Unit = null;
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public readonly string InitialActivity = null;
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public readonly int2 SpawnOffset = int2.Zero;
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public readonly int Facing = 0;
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public object Create( Actor self ) { return new HasUnitOnBuild(self); }
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}
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public class HasUnitOnBuild
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{
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public HasUnitOnBuild(Actor self)
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{
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var info = self.Info.Traits.Get<HasUnitOnBuildInfo>();
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self.World.AddFrameEndTask(
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w =>
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{
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var unit = w.CreateActor(info.Unit, self.Location
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+ info.SpawnOffset, self.Owner);
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var unitTrait = unit.traits.Get<Unit>();
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unitTrait.Facing = info.Facing;
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if (info.InitialActivity != null)
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unit.QueueActivity(Game.CreateObject<IActivity>(info.InitialActivity));
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});
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}
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}
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}
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55
OpenRA.Mods.RA/HasUnitOnBuild.cs
Normal file
55
OpenRA.Mods.RA/HasUnitOnBuild.cs
Normal file
@@ -0,0 +1,55 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class HasUnitOnBuildInfo : ITraitInfo
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{
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public readonly string Unit = null;
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public readonly string InitialActivity = null;
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public readonly int2 SpawnOffset = int2.Zero;
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public readonly int Facing = 0;
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public object Create( Actor self ) { return new HasUnitOnBuild(self); }
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}
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public class HasUnitOnBuild
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{
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public HasUnitOnBuild(Actor self)
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{
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var info = self.Info.Traits.Get<HasUnitOnBuildInfo>();
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self.World.AddFrameEndTask(
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w =>
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{
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var unit = w.CreateActor(info.Unit, self.Location
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+ info.SpawnOffset, self.Owner);
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var unitTrait = unit.traits.Get<Unit>();
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unitTrait.Facing = info.Facing;
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if (info.InitialActivity != null)
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unit.QueueActivity(Game.CreateObject<IActivity>(info.InitialActivity));
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});
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}
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}
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}
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@@ -66,6 +66,7 @@
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<Compile Include="Effects\NukeLaunch.cs" />
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<Compile Include="Activities\Harvest.cs" />
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<Compile Include="Harvester.cs" />
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<Compile Include="HasUnitOnBuild.cs" />
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<Compile Include="Husk.cs" />
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<Compile Include="LeavesHusk.cs" />
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<Compile Include="OreRefinery.cs" />
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