Rank moved to new trait.
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@@ -15,6 +15,18 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Flags]
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public enum ReferencePoints
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{
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Top = 0,
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VCenter = 1,
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Bottom = 2,
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Left = 0 << 2,
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HCenter = 1 << 2,
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Right = 2 << 2,
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}
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[Desc("Displays a custom animation if conditions are satisfied.")]
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public class WithDecorationInfo : UpgradableTraitInfo, ITraitInfo
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{
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@@ -27,7 +39,11 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.")]
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public readonly string Palette = "chrome";
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[Desc("Pixel offset relative to the top-left point of the actor's bounds.")]
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[Desc("Point in the actor's bounding box used as reference for offsetting the decoration image." +
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"Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.")]
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public readonly ReferencePoints ReferencePoint = ReferencePoints.Top | ReferencePoints.Left;
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[Desc("Pixel offset relative to the actor's bounding box' reference point.")]
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public readonly int2 Offset = int2.Zero;
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[Desc("The Z offset to apply when rendering this decoration.")]
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@@ -61,6 +77,11 @@ namespace OpenRA.Mods.Common.Traits
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anim.PlayRepeating(info.Sequence);
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}
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public void PlaySingleFrame(int frame)
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{
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anim.PlayFetchIndex(info.Sequence, () => frame);
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}
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public virtual bool ShouldRender(Actor self) { return true; }
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public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
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@@ -91,11 +112,35 @@ namespace OpenRA.Mods.Common.Traits
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var pxPos = wr.ScreenPxPosition(self.CenterPosition);
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var actorBounds = self.Bounds;
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actorBounds.Offset(pxPos.X, pxPos.Y);
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pxPos = new int2(actorBounds.Left, actorBounds.Top);
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var img = anim.Image;
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var imgSize = img.Size.ToInt2();
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pxPos = pxPos.WithX(pxPos.X + imgSize.X / 2).WithY(pxPos.Y + imgSize.Y / 2);
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switch (info.ReferencePoint & (ReferencePoints)3)
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{
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case ReferencePoints.Top:
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pxPos = pxPos.WithY(actorBounds.Top + imgSize.Y / 2);
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break;
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case ReferencePoints.VCenter:
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pxPos = pxPos.WithY((actorBounds.Top + actorBounds.Bottom) / 2);
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break;
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case ReferencePoints.Bottom:
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pxPos = pxPos.WithY(actorBounds.Bottom - imgSize.Y / 2);
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break;
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}
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switch (info.ReferencePoint & (ReferencePoints)(3 << 2))
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{
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case ReferencePoints.Left:
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pxPos = pxPos.WithX(actorBounds.Left + imgSize.X / 2);
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break;
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case ReferencePoints.HCenter:
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pxPos = pxPos.WithX((actorBounds.Left + actorBounds.Right) / 2);
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break;
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case ReferencePoints.Right:
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pxPos = pxPos.WithX(actorBounds.Right - imgSize.X / 2);
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break;
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}
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pxPos += info.Offset;
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var renderPos = wr.Position(pxPos);
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