Fix GrantConditionOnDeploy to support multiple sprite bodies
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@@ -10,28 +10,32 @@
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Replaces the sprite during construction.")]
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[Desc("Replaces the sprite during construction/deploy/undeploy.")]
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public class WithMakeAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[Desc("Sequence name to use.")]
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[SequenceReference] public readonly string Sequence = "make";
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[GrantedConditionReference]
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[Desc("The condition to grant to self while the make animation is playing.")]
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public readonly string Condition = null;
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[Desc("Apply to sprite bodies with these names.")]
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public readonly string[] BodyNames = { "body" };
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public object Create(ActorInitializer init) { return new WithMakeAnimation(init, this); }
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}
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public class WithMakeAnimation : INotifyCreated
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public class WithMakeAnimation : INotifyCreated, INotifyDeployTriggered
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{
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readonly WithMakeAnimationInfo info;
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readonly WithSpriteBody wsb;
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readonly WithSpriteBody[] wsbs;
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ConditionManager conditionManager;
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int token = ConditionManager.InvalidConditionToken;
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@@ -40,7 +44,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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this.info = info;
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var self = init.Self;
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wsb = self.Trait<WithSpriteBody>();
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wsbs = self.TraitsImplementing<WithSpriteBody>().Where(w => info.BodyNames.Contains(w.Info.Name)).ToArray();
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}
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void INotifyCreated.Created(Actor self)
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@@ -56,6 +60,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken)
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token = conditionManager.GrantCondition(self, info.Condition);
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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wsb.PlayCustomAnimation(self, info.Sequence, () =>
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{
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if (token != ConditionManager.InvalidConditionToken)
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@@ -71,6 +80,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (conditionManager != null && !string.IsNullOrEmpty(info.Condition) && token == ConditionManager.InvalidConditionToken)
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token = conditionManager.GrantCondition(self, info.Condition);
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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if (wsb == null)
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return;
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wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
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{
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if (token != ConditionManager.InvalidConditionToken)
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@@ -85,11 +99,14 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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Reverse(self, () =>
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{
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var wsb = wsbs.FirstOrDefault(Exts.IsTraitEnabled);
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// HACK: The actor remains alive and active for one tick before the followup activity
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// (sell/transform/etc) runs. This causes visual glitches that we attempt to minimize
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// by forcing the animation to frame 0 and regranting the make condition.
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// These workarounds will break the actor if the followup activity doesn't dispose it!
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wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
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if (wsb != null)
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wsb.DefaultAnimation.PlayFetchIndex(info.Sequence, () => 0);
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if (conditionManager != null && !string.IsNullOrEmpty(info.Condition))
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token = conditionManager.GrantCondition(self, info.Condition);
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@@ -97,5 +114,55 @@ namespace OpenRA.Mods.Common.Traits.Render
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self.QueueActivity(queued, activity);
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});
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}
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// TODO: Make this use Forward instead
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void INotifyDeployTriggered.Deploy(Actor self)
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{
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var notified = false;
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foreach (var wsb in wsbs)
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{
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if (wsb.IsTraitDisabled)
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continue;
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var notify = self.TraitsImplementing<INotifyDeployComplete>();
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wsb.PlayCustomAnimation(self, info.Sequence, () =>
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{
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if (notified)
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return;
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foreach (var n in notify)
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{
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n.FinishedDeploy(self);
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notified = true;
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}
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});
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}
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}
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// TODO: Make this use Reverse instead
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void INotifyDeployTriggered.Undeploy(Actor self)
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{
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var notified = false;
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foreach (var wsb in wsbs)
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{
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if (wsb.IsTraitDisabled)
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continue;
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var notify = self.TraitsImplementing<INotifyDeployComplete>();
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wsb.PlayCustomAnimationBackwards(self, info.Sequence, () =>
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{
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if (notified)
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return;
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foreach (var n in notify)
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{
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n.FinishedUndeploy(self);
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notified = true;
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}
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});
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}
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}
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}
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}
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