Rename tesla attack logic and move to Mods.Cnc.
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135
OpenRA.Mods.Cnc/Traits/Attack/AttackTesla.cs
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135
OpenRA.Mods.Cnc/Traits/Attack/AttackTesla.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Implements the charge-then-burst attack logic specific to the RA tesla coil.")]
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class AttackTeslaInfo : AttackOmniInfo
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{
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[Desc("How many charges this actor has to attack with, once charged.")]
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public readonly int MaxCharges = 1;
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[Desc("Reload time for all charges (in ticks).")]
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public readonly int ReloadDelay = 120;
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[Desc("Delay for initial charge attack (in ticks).")]
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public readonly int InitialChargeDelay = 22;
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[Desc("Delay between charge attacks (in ticks).")]
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public readonly int ChargeDelay = 3;
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[Desc("Sound to play when actor charges.")]
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public readonly string ChargeAudio = null;
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public override object Create(ActorInitializer init) { return new AttackTesla(init.Self, this); }
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}
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class AttackTesla : AttackOmni, ITick, INotifyAttack
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{
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readonly AttackTeslaInfo info;
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[Sync] int charges;
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[Sync] int timeToRecharge;
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public AttackTesla(Actor self, AttackTeslaInfo info)
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: base(self, info)
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{
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this.info = info;
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charges = info.MaxCharges;
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}
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public void Tick(Actor self)
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{
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if (--timeToRecharge <= 0)
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charges = info.MaxCharges;
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}
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protected override bool CanAttack(Actor self, Target target)
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{
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if (!IsReachableTarget(target, true))
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return false;
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return base.CanAttack(self, target);
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}
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void INotifyAttack.Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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--charges;
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timeToRecharge = info.ReloadDelay;
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}
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void INotifyAttack.PreparingAttack(Actor self, Target target, Armament a, Barrel barrel) { }
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove, bool forceAttack)
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{
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return new ChargeAttack(this, newTarget);
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}
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class ChargeAttack : Activity
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{
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readonly AttackTesla attack;
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readonly Target target;
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public ChargeAttack(AttackTesla attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !attack.CanAttack(self, target))
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return NextActivity;
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if (attack.charges == 0)
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return this;
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foreach (var notify in self.TraitsImplementing<INotifyTeslaCharging>())
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notify.Charging(self, target);
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if (!string.IsNullOrEmpty(attack.info.ChargeAudio))
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Game.Sound.Play(SoundType.World, attack.info.ChargeAudio, self.CenterPosition);
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return ActivityUtils.SequenceActivities(new Wait(attack.info.InitialChargeDelay), new ChargeFire(attack, target), this);
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}
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}
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class ChargeFire : Activity
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{
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readonly AttackTesla attack;
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readonly Target target;
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public ChargeFire(AttackTesla attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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public override Activity Tick(Actor self)
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{
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if (IsCanceled || !attack.CanAttack(self, target))
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return NextActivity;
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if (attack.charges == 0)
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return NextActivity;
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attack.DoAttack(self, target);
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return ActivityUtils.SequenceActivities(new Wait(attack.info.ChargeDelay), this);
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}
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}
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}
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}
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